
SheepishEidolon |

The brute is amazingly unpopular in this forum, and given the impressive amounts of drawbacks that's understandable.
I will try a systematic approach to find build paths in his favor.
Mitigate drawbacks:
General
* Only Fort as strong save: Try to compensate with items and feats
* No medium armor proficiency: Go for reach weapons
* No martial weapon proficiency: Go for unarmed or longspear (reach 15 and 20 when Large!)
Brute form
* No size bonus on Str & Con: Don't go toe on toe with the enemy
* Typical -1 AB from Large: Not much you can do here
* -2 penalty on AC & Cha / Dex / Int skill checks: Again, don't wade directly into battle (especially since Large adds -1 AC also)
* Can't use most Cha / Dex / Int skills anyway: Don't build around them (e.g. feint makes no sense here, unless via Intimidate); keep in mind what still works (Acrobatics, Fly, Intimidate, Ride)
* Spellcasting doesn't work: Don't multiclass with a caster
* Combat start forces him into brute form unless Will save: Plan to go brute form in combat anyway
* Flat-footed during transformation, needs a full-round: Don't be the first who meets the enemy (see above)
* When all foes are down, will attack allies unless Will save: Drop your weapon when battle is going to finish (and don't go the unarmed route) or use just weapons with nonlethal damage (unless foes are immune)
* Only 3/4 BAB counts to qualify for feats etc.: Don't plan for high BAB stuff like Stunning Critical
* Mundane clothes and armor get destroyed: Buy some cheap replacements - becomes cheaper if you don't use much clothing outside of settlements
* Magic weapons and armor don't grow with you (initially): Pick up Sizing Equipment at level 2
* Fatigued / exhausted after getting into social identity, with no chance to shorten the time: Estimate whether next battle will be soon (also ask your scout in the group) - if yes, stay in brute form
Make use of bonuses:
Archetype specific
* Untyped size increase: Depending on the GM, you might be allowed to add Enlarge Person on top of brute form
* Increased reach: Focus on AOOs (no Dex penalty for Combat Reflexes, after all) and / or on maneuvers
* +1 to CMB from size: Consider a focus on maneuvers
* Full BAB progression for attacks: Use Power Attack
* Bonus to melee attack & damage rolls: Go melee
* Heavy Punches: Better unarmed damage than a Medium sized monk, but you have to get relatively close and can't disarm yourself before combat end
* Scale Surroundings at level 4: Climb speed 30 is neat, whether you want to jump down on enemies or help your friends to get up somewhere; remember the +8 to Climb checks from a climb speed and you can always take 10
* Awesome Blow talent at level 8: Push your foes back into longspear reach, down a cliff or away from the (other) squishies
* Total Destruction: Probably the weakest brute vigilante talent, but you can throw some / all friends (depending on your and their size) to a more favorable position, once you hit level 8
* Tear Them Apart at level 20: Might be the strongest rend effect a PC can acquire, at this level it's a nice little bonus when you full-attack anyway
Vigilante
* Social talents for discounts, better Intimidate, Mockingbird etc.
* Expose Weakness: Dirty Trick with reach, to reduce DR / hardness? nice
* Favored Maneuver: Another argument for going maneuvers
* Inspired Vigilante: Be a skill monkey, works rather in social form though
* Lethal Grace: Works well with unarmed and the nonexistant penalty on Dex
* Perfect Fall: Fits to climbing based tactics (Scale Surroundings)
* Perfect Vulnerability: Should be compatible with some maneuvers, e.g. trip or disarm
* Returning Weapon: Consider a throwing build
* Shadow’s Sight: Darkvision never hurts
* Shadow’s Speed: +10 (later: +20) speed are nice for many things, e.g. a longspear user who wants to keep foes on a distance
* Strike the Unseen: Well, you don't have hidden strike, but still you get the three Blind-Fight feats for a single talent
* Sure-Footed: Full speed at Acrobatics and through difficult terrain? Fits well with the speed increase from Shadow’s Speed
* Vital Punishment: Muhaha - deal Large weapon damage on an AOO (which you get a lot with your reach), as bonus, this one is extremely brute-friendly
* Startling / Frightening / Stunning Appearance: You still get these class features, for example after striking from invisibility (ask the friendly little mage on your side)
To summarize: No, the brute is not suited to simply wade into battle and destroy everything. Instead, he does better when attacking from reach, especially if the GM allows Enlarge Person on top of brute form.
Longspear and unarmed seem to be the most obvious weapon choices, both get damage boosts from the size increase, level based bonus and Vital Punishment. The longspear gets special benefits from Power Attack, but you will (more or less) need Sizing Equipment at level 2. Unarmed becomes better by Heavy Punches and Lethal Grace. Consider combining both weapons - longspear for the distance, unarmed if close melee is necessary.
Combat maneuvers profit from the size a bit (+1 CMB and sometimes the reach), also there are some talents around it: Awesome Blow, Favored Maneuver and Expose Weakness. You might have to sacrifice some longspear / unarmed damage for this utility, though.
Your size gives you an occasional edge on Intimidate - you might get the +4 from superior size or avoid the -4 penalty from being smaller. Further, the brute is surprisingly good at climbing, which can be helpful both in combat (jump down on them) and out of it.
Now, probably the brute's biggest problem is attacking his allies. I wouldn't spend too many resources on improving the Will save - rather knock yourself out at the end of battle, with nonlethal unarmed damage. Or forgo the save on a disabling spell (sleep, deep slumber etc.) from an allied caster. Or keep an enemy alive but grappled or pinned or otherwise mostly neutralized. Or run away shortly before the battle ends. Or be a one-person-shock-trooper to begin with. While I don't see any perfect solution for all situations, there are several approaches possible.

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It's interesting to see a more hopeful approach to this highly flawed archetype. Even if I do enjoy seeing it roasted. I'm pre-pre-planning a superhero PF game and I may use this guideline to make an allied NPS that doesn't end up looking like Mr Furious.
I'm still a fan of willingly tanking your will save, though. Make it so even wands and scrolls can reliably put you down in an emergency, and travel with some kind of enchanter. Especially synergistic with a friendly Dominate Person, but you're fine as soon as you have Color Spray.