BRUTE (Barbarian Variant)
Unstoppable Bruiser
When it comes to a tooth-for-a-tooth and an eye-for-an-eye, the Brute didn't just write the book--he smashed the printing press. Part masochist, part sadist,
all Brute--he wins by taking everything you've got and returning it tenfold. Though they lack any real formal combat training (most Brutes don't even know their way around a sword), all they really need is a target. Point them towards a group of blokes who requires some selective 're-education' and they'll handle the rest. A Brute is strongest against multiple opponents--every one of their hits and every one of his kills just makes him stronger.
Weapon Proficiency:
Brutes are proficient with simple weapons.
BaB:
As Fighter.
Tough-Stuff (Ex)
A lifetime of scars and a strict diet of Lord-knows-what makes Brutes incredibly hardy. For every class level, Brutes receive a +2 to hitpoints.
Rage (Ex)
Brutes channel their ferocious rage into combat, turning themselves into merciless killing machines. Their constantly building rage is represented by Rage Tokens. A Brute may never gain more Rage Tokens than half their class level plus 1 (to a maximum of 6 at level 10). In addition, a Brute can never have more Rage Tokens then their current armor's maximum dexterity bonus.
Brutes gain one Rage Token immediately after they kill or knock out a target. In addition, if they have suffered any damage during the round, they gain an additional Rage Token at the very end of the round. They may gain multiple Rage Tokens in one round. Brutes can choose to consciously
not gain a Rage Token.
For every Rage Token a Brute possesses, they receive a +2 morale bonus to their strength and constitution as well as a +1 to all Will saves. In addition, so long as the Brute has at least one Rage Token, they are considered to be raging. While raging, a Brute can perform no action except those directly related to attacking (melee attacks, ranged attacks, charges, bull-rushes, grapple attempts, so on) and movement (climbing, jumping, and swimming). They automatically fail all skill checks except those involving movement (including tumbling and balancing).
In any round where a Brute's actions fails to gain a Rage token, they lose one. This is the only way Brutes can lose Rage Tokens. If a Brute has the maximum Rage Tokens allowed them, so long as they perform an action that would normally grant them an additional token, they do not lose one. As the Brute loses Rage Tokens, they subtract their extra hitpoints from their constitution bonus from their current hitpoints; treat this loss of extra hp as if it were damage done to the Brute. Once a Brute loses all their Rage Tokens, they immediately drop out of rage.
Brutes never gain Rage Tokens outside of combat or when flatfooted.
Body-Slam (Ex)
The Brute doesn't need a sword--his fist will do. At level 2, Brutes gain a natural slam attack (1d6 plus strength). They may only perform this attack when unarmed and raging.
Crowd Control (Ex)
Brutes never stop swinging. At level 3, whenever a Brute successfully knocks out or kills a target with a melee attack, they gain an immediate extra melee attack against any target within reach. This attack must be made with the same BaB and weapon that dropped the previous creature. This ability can only be used while raging, and only once per round.
Raging Speed (Ex)
The Brute does not like it when you run. At level 5, whenever a Brute is raging, they may expend one Rage Token before taking any actions to gain either an additional move-equivalent action or use their move-equivalent action as a standard attack. They may never do both. They lose the benefit of the Rage Token before taking any action in the round. This is considered a swift action.
Improved Crowd Control (Ex)
At level 7, a Brute may use Crowd Control as many times in one round as they wish.
Relentless (Ex)
Good Brutes never die--they just fail their Fort saves. At level 9, so long as he's raging, a Brute may continue taking actions even after his hitpoint total drops below 0. So long as he makes his Fortitude check to survive, he does not fall unconscious. Every time he takes damage (including the loss of Rage Tokens), he must make another Fortitude save versus a DC of 10 plus his negative hitpoints or die. If his hitpoint total is still 0 or below once his rage ends, he immediately falls unconscious. In addition, while raging, he cannot be knocked unconscious with bashing or non-lethal damage.
Unstoppable (Ex)
At level 10, Brutes become an unstoppable font of rage. So long as he's in combat, a Brute may gain one Rage Token as a swift action.
~*~
SCOUNDREL (Rogue Variant)
Filthy Dirty Stinking Cheat
Scoundrels are liars, cheaters, thieves, and generally the most impolite people you could ever hope to (not) meet. They excel at working behind the enemy's lines--skulking where they're not supposed to and gumming up the works from inside out. Their skills rely on their ability to be unnoticed and to lull those around them into a false sense of security before suddenly springing out with an unexpected attack--this tends to make many people suspicious of Scoundrels (and rightly so). Scoundrels operate best when they're able to work incognito within the system, skulking, hiding, and gaining the trust of their Marks before striking like carefully wound serpents.
Weapon Proficiency:
Scoundrels are proficient with all simple weapons.
BaB:
As Fighter.
Mark (Ex)
Scoundrels know a vulnerable Mark when they see one. Once per round as a free action, they may pick one visible target as their Mark. Scoundrels may never have more than one Mark at a time. Whenever they change or lose a Mark, a Scoundrel loses all their Sneak Tokens (see below). If the Scoundrel completely loses sight of their Mark for more than one round, they immediately lose the Mark.
If a Mark is suspicious, it makes it harder for the Scoundrel to pull out his usual bag of tricks. Marks are considered suspicious of a Scoundrel when they've been the victim of a Scoundrel's tricks before (including any of the Scoundrel's class abilities or petty larceny), when they're hostile targets, or when they're aware that they're dealing with a Scoundrel.
Sneak (Ex)
Scoundrels are low-down sneaky little bastards who excel at striking when no one notices them. Their ability to fade into the background and otherwise gain your trust is represented by Sneak Tokens. A Scoundrel may never have more Sneak Tokens than half their class level plus 1 (to a maximum of 6 at level 10). In addition, a Scoundrel may never have more Sneak Tokens then their armor's maximum Dexterity bonus.
In combat, Scoundrels gain a Sneak Token at the end of any round where a Mark failed to take any combat action (spell or attack) against the Scoundrel. Outside of combat, Scoundrels gain a Sneak Token at the end of any round where a Mark remains unsuspicious of them or failed to notice they are there. A Scoundrel may only gain one Sneak Token per round.
For every Sneak Token a Scoundrel has, they gain a +1 dodge bonus against all attacks made by the Mark. Whenever a Scoundrel fails to gain a Sneak Token in a round, they lose one. A Scoundrel does not lose a Sneak Token if they ordinarily would gain one but cannot because they've reached the maximum number of tokens allowed.
Unless otherwise stated, whenever a Scoundrel expends a Sneak Token, they lose all benefits of a token before any of their actions are resolved.
Sneak Attack (Ex)
Scoundrels know how to hit you where it really,
really hurts. At level 1, Scoundrels may expend Sneak Tokens to strike at a Mark's weakest point, causing their first attack that round to do an extra +1d6 damage per token spent. These tokens must be spent at the start of a Scoundrel attack action before any rolls are made. They lose any benefits from the expended tokens immediately.
Sneak Attack does not work against targets who have no discernible anatomy or vulnerable organs (such as Constructs, Oozes, and the Undead). The Scoundrel must have a clear and unobstructed view of the target (no cover) to perform a Sneak Attack. When using a bashing weapon, this extra damage is treated as non-lethal; if a Scoundrel scores a critical hit, this extra damage is not multiplied.
Evasion (Ex)
When push comes to shove, the Scoundrel tends to be rather hard to find. Scoundrels know how to avoid the brunt of even the most dangerous situations--at level 2, whenever an effect calls for a reflex save for half damage, the Scoundrel takes no damage--if he makes his save.
Dirty Fink (Ex)
A Scoundrel can lie so well that people don't even consider he might be lying. At level 3, a Scoundrel may expend one Sneak Token as a standard action and tell a lie so convincing that the Mark can't help but believe it--or at least believe that the Scoundrel believes it. The lie can be no more than a few sentences in length, and must be in a language the Mark understands. Ridiculous or obviously untrue lies won't fool most Marks, but they'll at least believe that the Scoundrel believes (and may be crazy). Marks who are suspicious of the Scoundrel are immune to this ability.
Uncanny Dodge (Ex)
Scoundrels can
smell danger. From level 4 onwards, Scoundrels retain their active bonus to defense--even when caught flatfooted. Only when immobilized do Scoundrels lose this defensive bonus.
Cheap Shot (Ex)
Scoundrels are always looking for a chance to get their hits in. At level 5, as an immediate action, Scoundrels may expend a Sneak Token whenever a Mark within their threat range takes damage and get a free attack of opportunity in exchange. This counts as the Scoundrel's attack of opportunity for that round. A Scoundrel can combine this ability with their Sneak Attack ability.
Gullibility (Ex)
At level 6, a Scoundrel's learned how to play off his Mark's ignorance. Whenever he chooses a Mark who has no reason to be suspicious of the Scoundrel (or is unaware that the Scoundrel is there), he automatically gains a free Sneak Token. This is in addition to any other Sneak Tokens he may gain in that round.
Distract (Ex)
At level 7, a Scoundrel knows how to get a Mark to look in the direction they want them to. By throwing dust in their eyes, dropping a smoke-bomb, pointing behind them and shouting 'Look behind you!', or any other means of drawing their attention elsewhere, they can make a Mark drop their defenses. A Scoundrel may expend two Sneak Tokens as a swift action and either make the target
flatfooted for the remainder of the round or hide in plain sight (but anyone else can see them hiding as normal). A Scoundrel cannot do both.
Sincerity (Ex)
At level 10, Scoundrels have learned how to sway even the most suspicious of targets to their side. So long as the Scoundrel can communicate freely with the Mark, they may spend a full-round action doing everything in their power to convince the Mark of their completely sincere motivations. The Mark may make a Will save (DC: 10 + Scoundrel's class level + Scoundrel's Charisma) to resist; if they fail, they no longer are considered suspicious for the purpose of the Scoundrel's class abilities. Once they are given adequate reason to realize that the Scoundrel is lying or the Scoundrel selects a new Mark, they are immediately considered suspicious again.