User:Jota/Xenotheric

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Xenotheric Brute[edit]

The xenotheric brute is meant as a way to create unique, variable strength extraplanar monsters. Levels in xenotheric brute recognize a creature's increasing oddity and Lamarck-inspired adaptations to the bizarre environmental pressures beyond the Prime. There need be no pattern to the advancement of the xenotheric brute, for the brute is a reflection of the oddity of that exists beyond temporal and spatial barriers.

Making a Xenotheric Brute[edit]

Abilities: The xenotheric brute is intended as a font for xenotheric feats; beyond the selection of such the brute may develop in any manner imaginable.

Races: The xenotheric brute is only available creatures and races with the xenotheric subtype.

Alignment: Any.

Starting Gold: 4d4x10 gp (100 gold)

Starting Age: Simple.

Table: The Xenotheric Brute

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Natural Weapons, Natural Armor, Attribute Boost
2nd +1 +3 +1 +3 Absolute Demoralization, Bonus Feat
3rd +2 +3 +1 +3 Attribute Boost
4th +3 +4 +1 +4 Bonus Feat
5th +3 +4 +1 +4 Attribute Boost
6th +4 +5 +2 +5 Bonus Feat
7th +5 +5 +2 +5 Attribute Boost
8th +6 +6 +2 +6 Bonus Feat
9th +6 +6 +3 +6 Attribute Boost
10th +7 +7 +3 +7 Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex, Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis).


Class Features[edit]

Weapon and Armor Proficiency: Xenotheric brutes are proficient with all simple weapons, but are not inherently proficient with any armors or shields.

Natural Weapons: A xenotheric brute has up to three natural weapons, the type of which the brute may choose (i.e. slam, tentacle,

claw attacks, one attached to each arm (or its two front legs if it is a quadruped, if it has no limbs at all it grows two vestigial arms that have claws at the end). These claws are natural weapons and inflict damage normal for the creature's size.

Natural Armor: A xenotheric brute has a natural armor bonus of three plus its class level (i.e. a fourth level xenotheric brute has a natural armor bonus of +7).

Attribute Boost: At first level and every odd numbered level afterward, the xenotheric brute's physical attributes improve as if it had gained several character levels. Every time the xenotheric brute gains an attribute boost, two of its physical attributes increase by one point. The brute may not put both points into a single attribute, although it can increase an attribute by one point multiple times.

Absolute Demoralization: The xenotheric brute whose Charisma modifier is negative may use the absolute value of his Charisma modifier in place of his actual modifier for the purposes of Intimidate checks.

Bonus Feat: At every even numbered level, the xenotheric brute gains a bonus feat. The brute may select any [Xenotheric] or [General] feat that it meets the prerequisites for.

Campaign Information[edit]

Playing a Xenotheric Brute[edit]

Religion: Xenotheric brutes may be practitioners if an alien religion is they have some form of sentience, but often adherence to a religious code fails to even register on the brute's radar.

Other Classes: Xenotheric brutes tend mesh well with other classes that have xenotheric origins or requirements, as their mutual oddity is not something their either might hold against the other. Beyond this there are no strict patterns of behavior between brutes and other classes. For example, arcane spellcasters may tend to regard xenotheric brutes with a kind of morbid curiosity due to the unique nature of the brutes' abilities, while clerics may find them to be abominations perverting the natural order, but these examples are just that, and are by no means binding or even indicative of a larger trend.