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
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.
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
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
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...)
ReplyDeleteThe 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.
DeleteThe other reason is because they are more fragile when not transformed.
DeleteOh yeah...those make a lot of sense, actually!
ReplyDelete