The Brute Class


Live by the sword, die by the sword, the oldest saying in the business. The Brute does everything he can to make sure everyone else dies by their swords first. Or his sword. He’s not choosy. The brute lives and breaths fighting. They live for the rush of adrenaline, but always look for the way to live another day at the same time. Desperate, quick, cunning if not smart, the brute does what it takes to get by, and is happy to employ every advantage their size, sheer power and lack of a moral compass provides.

Role: The brute is best suited as a front liner although they can use ranged weapons just as well as melee. Smashing faces, laughing and swilling ale in their down time, the brute is happiest with coin in his purse and stout in his stein.

Alignment: Any non-lawful.

Hit Die: d12.

Class Skills

The brute’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int),Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Brute

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2


Bonus Feat
2nd +2 +3 +3


Bonus Feat
3rd +3 +3 +3


Armour Training 1
4th +4 +4 +4


Bonus Feat
5th +5 +4 +4


Weapon Training 1
6th +6/+1 +5 +5


Bonus Feat
7th +7/+2 +5 +5


Armour Training 2
8th +8/+3 +6 +6


Bonus Feat
9th +9/+4 +6 +6


Weapon Training 2
10th +10/+5 +7 +7


Bonus Feat
11th +11/+6/+1 +7 +7


Armour Training 3
12th +12/+7/+2 +8 +8


Bonus Feat
13th +13/+8/+3 +8 +8


Weapon Training 3
14th +14/+9/+4 +9 +9


Bonus Feat
15th +15/+10/+5 +9 +9


Armour Training 4
16th +16/+11/+6/+1 +10 +10


Bonus Feat
17th +17/+12/+7/+2 +10 +10


Weapon Training 4
18th +18/+13/+8/+3 +11 +11


Bonus Feat
19th +19/+14/+9/+4 +11 +11


Armour Mastery
20th +20/+15/+10/+5 +12 +12


Bonus Feat, Weapon Mastery

Class Features

The following are class features of the brute.

Weapon and Armor Proficiency: A brute is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Martial Prowess: Brute levels count as fighter levels for feat and prestige class prerequisites.

Bonus Feats: At 1st level, and at every even level thereafter, a brute gains a bonus feat in addition to those gained from normal advancement (meaning that the brute gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a brute can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the brute loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brute can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Armor Training (Ex): Starting at 3rd level, a brute learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a brute can also move at his normal speed while wearing medium armor. At 7th level, a brute can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a brute can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a brute becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a brute reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A brute also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the brute’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex): At 19th level, a brute gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a brute chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

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