Wednesday, November 15, 2023

Hulking Brute for OSE

This is a new class with obvious inspiration. It also leans more silver age than golden age, but I thought it would be fun. The class is powerful, but also requires a lot more experience to level up and has some drawbacks.

Hulking Brute


Requirements: None
Prime requisite: WIS
Hit Dice: 1d6
Armour: Leather, no shields
Weapons: Any
Languages: Native tongue

The hulking brute leads two lives. They are mild-mannered individuals until a specific type of outside stimuli transforms them into a brutish form capable of causing great destruction. Whether they were changed by scientific experimentation, magical curses, or nuclear accident, their savage strength and decreased wits make them incredible, but dangerous allies.


Transformation: 
A hulking brute has a stimulus that will bring out its monstrous brutish form. This is often a strong emotional trigger, such as anger or fear. They can resist it by making a death/poison saving throw with a -3 penalty. The hulking brute may automatically choose to fail the saving throw. It takes one round to transform into brute form and any armor or clothing worn is shredded and rendered useless.

Brute Form: While transformed into their brute form, the hulking brute gains the following benefits and drawbacks:

·         Strength score is increased by 6 points and Intelligence score is decreased by 6 points (minimum 3)

·         Natural AC of 3 [16].

·         Only takes half damage (minimum 1) from nonmagical attacks.

·         Unarmed attacks do 1d6 damage, can throw debris that does 1d4 damage (use Spear missile ranges)

·         Once per day the hulking brute can do a thunderous clap that creates a 15’ cone originating from the hulking brute, all creatures in the cone must make a breath weapon saving throw or take 1d6 damage. The hulking brute gains another use of this ability at 4th level and 8th level

·         +3 to attacks, damage, and saving throws, this increases to +4 at 5th level and +5 at 10th level

·         Movement rate of 180’ (60’) and in combat can leap up to one half of their base movement.

·         Perform feats of extreme strength (such as lift a car or smash through a wall) by making an Open doors roll.

·         2-in-6 chance to enter berserker rage when taking damage, being unable to make a distinction between villain, bystander, or hero for 1d4 rounds.

·         If reduced to 0 hit points, the hulking brute returns to their normal form, is unconscious and at 1 hit point

·         Can end transformation if outside of combat or triggering situation

 


Combat: 
While in their natural form, hulking brutes rely on light armor and weapons like any other person. In their brute form they will occasionally use improvised weaponry but tend to rely on their unarmed attacks and natural armor to win confrontations.

After Reaching 8th-Level: 
At 8th-level, the hulking brute has gained the friendship and loyalty of a small group of normal individuals that look after them, whether in normal or brute form. They gain 2d6 1st level friends of classes chosen by the gamemaster. Even in berserker rage, the hulking brute will never willingly harm one of these friends. Due to the time it takes to form their bond with the hulking brute, these followers cannot be replaced.

 

LEVEL

XP

HD

THAC0

D

W

P

B

S

1

0

1d6

19 [0]

13

14

13

16

15

2

4,000

2d6

19 [0]

13

14

13

16

15

3

8,000

3d6

19 [0]

13

14

13

16

15

4

16,000

4d6

19 [0]

13

14

13

16

15

5

32,000

5d6

17 [+2]

12

13

11

14

13

6

64,000

6d6

17 [+2]

12

13

11

14

13

7

120,000

7d6

17 [+2]

12

13

11

14

13

8

250,000

8d6

17 [+2]

12

13

11

14

13

9

400,000

9d6

14 [+5]

10

11

9

12

10

10

600,000

9d6+2*

14 [+5]

10

11

9

12

10

*Con Modifiers no longer apply

D: Death/poison; W: wands; P: Paralysis/petrify’ B: Breath attacks; S: Spells/rods/staves

4 comments:

  1. I'm digging these! Seems fun to make this archetype its own class instead of lumping it in with the other Bricks like I've done. I am curious about the d6 hit die...is OSE fairly stingy with the larger dice? (Also, I acknowledge that that is the tiniest of tiny details to pull out and question...)

    ReplyDelete
    Replies
    1. The reason I went with d6 was because they have such a high natural AC and only take half damage from non-magical attacks. I went back and forth with that one. I will probably ask for feedback from others before I really finalize it.

      Delete
    2. The other reason is because they are more fragile when not transformed.

      Delete
  2. Oh yeah...those make a lot of sense, actually!

    ReplyDelete