Battlebrute (3.5e Class)

Summary::A sublime martial initiator who gets more extreme as time goes on. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Good Will Save Progression::Poor Class Ability::Martial Maneuvers Class Ability Progression::Full

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Battlebrute
Battlebrutes are masters of the least subtle disciplines of the Sublime Way.

Making a Battlebrute
Battlebrutes are effective martial combatants, but they don't operate at peak efficiency for the first couple rounds of combat.

Abilities: Battlebrutes use Strength, Dexterity and Constitution, because they're mostly big brutish people. Having a negative Intelligence modifier is dangerous, though, because then the Battlebrute will be deprived of some skills they would like.

Races: Battlebrutishness is most popular among bulky and strong races.

Alignment: Any.

Starting Gold: 6d4&times;10 gp (150 gp).

Starting Age: Moderate.

Class Features
All of the following are class features of the Battlebrute.

Weapon and Armor Proficiency: The Battlebrute is proficient with simple and martial weapons, light, medium and heavy armor, and shields (except tower shields).

The disciplines available to you are Thunder Bolt, Golem Heart, Army of One, Domestic Tarrasque, and Stone Dragon.

Once you know a maneuver, you must ready it before you can use it. All maneuvers you know are extraordinary unless otherwise noted.

Upon reaching 4th level, and every 2 levels after that, you may choose to replace one maneuver you know with a different maneuver for which you currently meet the prerequisites.

No maneuver you ready in this way can be higher level than the level in parentheses. When you initiate a maneuver, it is expended, and cannot be readied or initiated again until you reset this entire process.

At the end of each of your turns, you can ready two new maneuvers you know, one of which may be up to one level higher than the current highest-level maneuver you have readied. (Expended maneuvers count)

 At the beginning of your turn, you may choose to unready all of your currently readied maneuvers and ready new maneuvers as though you had started a new combat.

At 2nd, 5th, 9th, 13th, and 17th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot replace old ones with new ones as you level up.

 : You literally shrug off diseases and poisons. You get an Insight bonus to Fortitude saves equal to your Strength modifier.

 : At level 10, your reach increases as though you were one size category larger. You may wield weapons as though you were one size category larger as well. For example, if you were a Medium creature before, your reach would improve to 10' and you could use weapons made for Large creatures without difficulty.

 : At level 19, you gain the ability to benefit from two stances simultaneously. At least one of those stances cannot be higher than level 5. The swift action to change to a new stance only allows you to change one stance at a time, not both.