Menacing Brute - Prestige Class


Conversions


Here is another conversion from me.

LEVEL BAB FORT REF WILL SPECIAL
1 1 1 0 0 Demoralizing Stare, resourceful search
2 2 1 1 1 Ruthless cut +2
3 3 2 1 1 Two-Handed Strike 2
4 4 2 1 1 Reckless Charge
5 5 3 2 2 Ruthless Cut +3
6 6 3 2 2 Two-Handed Strike 4, Frightful Presence
7 7 4 2 2 Intimidating Strike
8 8 4 3 3 Ruthless Cut +4
9 9 5 3 3 Two-Handed Strike 6
10 10 5 3 3 Making an Example

HIT DIE: d10
CLASS SKILLS: Acrobatics, Climb, Diplomacy, Intimidate, Perception, Sense Motive
Skill points: 4 + int modifier

PREREQUISITE:

Spoiler:

Race: Half-orc
Alignment: Any nongood
BAB: +5
Skills: Intimidate 4 ranks, Perception 4 ranks
FEATS: Iron Will

Abilities:

Spoiler:

Demoralizing Stare (Ex): You gain a competence bonus on Intimidate checks equal to your menacing brute level. When you successfully use the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round per class level.

Resourceful Search (Ex): You become extremely resourceful at finding “discarded” pieces of equipment. Once per day, you can attempt a Search check in order to find any nonmagical item of your choice, with a maximum market price of 200 gp, without paying for it. The gold piece value of the item determines the time it takes for you to find it, as well as the minimum size of community in which it can be found (see the table below).
For example, if you are searching for a wagon (35 gp), you would need to look in a small town or larger community and succeed on a DC 15 Search check after spending 2d4×10 minutes searching. If you sought a breastplate (200 gp), you could find it in a metropolis by making a DC 25 Search check and spending 2d4 hours digging through alleyways, trash bins, and the like. You can never find a masterwork item or magic item of any value while using this ability.

GP VALUE|SEARCH DC|SEARCH TIME|MINIMUM COMMUNITY SIZE|
up to 20 gp|10|1d4x10 minutes|Hamlet|
21 to 50 gp|15|2d4x10 minutes|Small town|
51 to 100 gp|20|1d4 hours|Small city|
101 to 200 gp|25|2d4 hours|Metropolis

Ruthless Cut (Ex): At 2nd level you gain a +2 bonus on a roll to confirm a threat on a critical hit. The bonus rises to +3 on 5th level and to +4 on 8th level

Two-Handed Strike (Ex): The menacing brute focuses his combat talents toward massive, two-handed melee weapons. At 3rd level, the menacing brute gains a +2 bonus on damage rolls with any two-handed melee weapon. At 6th level, bonus rises to +4 on damage rolls, and at 9th level it rises to +6 on damage rolls.

Reckless Charge (Su): At some level, the menacing brute gains a +4 bonus on attack rolls when making a charge, but takes a –4 penalty to AC. These values replace the normal bonus and penalty accorded to a charging character.

Frightful Presence (Ex): At 6th level, your very presence is unsettling to foes. You can use this ability to make enemies shaken. All opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the menacing brute level + Charisma modifier). An opponent who fails his or her save is shaken for a number of rounds equal to 1d6 + Charisma modifier. The character can use the feat once per encounter as a free action. An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.

Intimidating Strike: At 7th level, as a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds, your opponent is shaken for the rest of the encounter. You cannot use this feat to worsen an opponent's fear condition beyond shaken.

Making an Example (Ex): At 10th level, any time you deal enough damage with a melee attack to drop a creature (typically by dropping it to less than 0 hit points or killing it), all foes within 30 feet of the enemy must succeed on a Will save (DC 15 + your Cha modifier) or cower until the start of their next turn (those affected lose their Dexterity bonus to AC when cowering). If the blow that dropped the creature was a critical hit, add +4 to the save DC. This is a mind-affecting fear effect.

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I'm not so sure about the class skills and Resourceful Search ability. What do you think?

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