Sunday, November 27, 2016

Star Wars Shiz: The Brute

 

Characteristics: Big and Strong. Some fight for honor, others because their size gives them an advantage. Either way, it's best to give them a wide berth when they're on a rampage, unless you want your arms torn off.

 

Adventures: The Brute’s ultimate goal in traveling is to test their strength. They often go out of their way to find powerful foes to train with. They make excellent body guards due to their size and strength, and many find employment as such.  

 

Game Stats

 

HP: Brute’s gain 1d10 HP/Level

 

Saves: Brutes are hardy, and difficult to kill. They gain +2 on all saves to resist poisons, and death.

 

Skill: Brutes get +2 on all attempts to break things (doors, weapons, etc).

 

Weapon/Armor Proficiencies: Their favored weapon is their body, but they don’t hesitate picking up anything to help get the job done. They wear the thickest, heaviest armor they can afford.

 

Starting Credits: Brutes start with 1d3 x 100 credits.

 

Level

BHB

SV

SK

1

+1

14

15

2

+2

13

14

3

+3

12

13

4

+4

11

12

5

+5

10

11

6

+6

9

10

7

+7

8

9

8

+8

7

8

9

+9

6

7

10

+10

6

6

 

 

Class Features

Martial Arts: Brutes have trained to turn their bodies into weapons. Their unarmed attacks start at 1d5 damage. At 4th level the damage increases to 1d7. At 7th level the damage increases to 1d10.

Starting at 3rd level the damage die “explodes”. If the maximum number comes up on the damage roll (5 for a d5, for example) reroll the die, and add the second result to the total. You only add your strength bonus once on exploded die.

 

Rampage: The brute, when pushed, can fly into a bloody, carnage filled, rampage. It lasts for 1d6 + stamina modifier rounds. During the rampage the Brute’s attacks, damage, and saves are at +2. In addition their unarmed damage are increased by 1 die (d5 to d6, d7 to d8, etc.). They suffer a -2 to AC during the rampage. Once the rampage has ended the Brute becomes fatigued (-2 all rolls, -2 AC) for a number of rounds equal to how long the rampage lasted.

 

Frightful Presence: A number of times equal to their personality modifier (minimal 1) per day the Brute may use their imposing build to terrify an enemy. The target must make a save (10+Lvl+Personality modifier) or be shaken, -2 all rolls, for 1d3 + brute level rounds.

 

Pin/Crush: When making an unarmed attack, the Brute can choose to deal no damage and attempt to initiate a pin. If the attack hits, the target is pinned. Opposed Strength rolls (1d20+strength). If the defender wins, the pin is broken, otherwise the pin is maintained. If a pin is held for 3 rounds or longer, the brute can apply his unarmed damage automatically.

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