Titanic Brawler (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search


Titanic Brawler[edit]

Wielding ancient titan magic these brawlers channel the fury of mountain giants to dominate their foes. 4 level dip class that must have the first level taken at creation

Making a Titanic Brawler[edit]

<-The titanic brawlers suit the frontlines where they form a solid wall and use their heavy damaging strikes to take down their foes or draw their attention from the fragile backline, they work well with casters that can keep them buffed and healthy and tend to enjoy having fellow warriors on the battlefield->.

Abilities: Strength will allow a brawler to bring any opponent to their knees and constitution helps the brawler withstand the heaviest of attacks.

Races: Any race can become a titanic brawler, particularly those who venerate the mountain or seek to wield the might of earth giants.

Alignment: titanic brawlers tend to be more chaotic in nature, loving to fight anything in order to prove their superhuman strength, but just as easily could be a lawful good beacon of justice.

Starting Gold: 5d6×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Titanic Brawler

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Colossus Smash Damage Manuevers Known Manuevers Readied Stances Known
Fort Ref Will
1st +1 +2 +0 +2 Colossus smash, towering might, maneuvers & stances 1d6 6 4 1
2nd +2 +3 +0 +3 stone shaper, Stone skin +1 1d6 7 4 2
3rd +3 +3 +0 +3 grasp of the mountain, offence is the best defence 1d6 8 5 2
4th +4 +4 +1 +4 Sundering Strike(magic), Titans fury 1d8 9 5 2
5th +5 +4 +1 +4 To the earth 1d8 10 6 3
6th +6/+1 +5 +2 +5 Stone Skin +2 1d8 11 6 3
7th +7/+2 +5 +2 +5 Grounded strike 1d8 12 6 3
8th +8/+3 +6 +2 +6 Mountains resolve 1d10 13 7 3
9th +9/+4 +6 +3 +6 Improved Grasp of the Mountain 1d10 14 7 4
10th +10/+5 +7 +3 +7 Stone Skin +3, sundering strike(lawful) 1d10 15 8 4
11th +11/+6/+1 +7 +3 +7 From the ground up 1d10 16 8 4
12th +12/+7/+2 +8 +4 +8 stone shaper 2d6 17 8 4
13th +13/+8/+3 +8 +4 +8 Mountains resolve 2d6 18 9 4
14th +14/+9/+4 +9 +4 +9 Stone Skin +4 2d6 19 9 5
15th +15/+10/+5 +9 +5 +9 2d6 20 10 5
16th +16/+11/+6/+1 +10 +5 +10 sundering strike(adamant) 2d8 21 10 5
17th +17/+12/+7/+2 +10 +5 +10 ~ 2d8 22 10 5
18th +18/+13/+8/+3 +11 +6 +11 Stone Skin +5, Mountains resolve 2d8 23 11 5
19th +19/+14/+9/+4 +11 +6 +11 2d8 24 11 5
20th +20/+15/+10/+5 +12 +6 +12 One with the earth 2d10 25 12 6

Class Skills (6 + Int modifier per level, ×4 at 1st level)

Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str)

Class Features[edit]

All of the following are class features of the Titanic brawler.

Weapon and Armor Proficiency: Titanic brawlers are proficient with all simple or martial weapons. Titanic brawlers are proficient with shields


maneuvers: a titanic brawler begins her career with knowledge of six martial maneuvers. The disciplines available to her are Devoted Spirit, Setting Sun, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.

Once the Brawler knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by Titanic brawlers is considered an extraordinary ability unless otherwise noted in its description. her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when you initiate one.

The brawler learns additional maneuvers at higher levels. she must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered Brawler level after that (6th, 8th, 10th, and so on), the brawler can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. she can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; she need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, she could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as she meets the prerequisite of the new maneuver. she can swap only a single maneuver at any given level.

maneuvers readied: A titanic brawler can ready four of the maneuvers she knows at 1st level, she must choose which maneuvers to ready. she readies her maneuvers by meditating and attuning with the earth for 5 minutes. The maneuvers she chooses remain readied until she decides to attune again and change them.

She begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until recovered, as described below).

the brawler can recover all expended maneuvers with a move action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as centering her self). the brawler cannot initiate a maneuver or change her stance while recovering her expended maneuvers, but can remain in a stance in which she began her turn however she is considered flat-footed until her next turn.

Stances Known: A titanic brawler begins play with knowledge of a single first level stance from any discipline available. at 2nd, 5th, 9th, 14th, and 20th level, she can choose additional stances. unlike maneuvers, stances are not expended, and she does not need to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. a stance is an extraordinary ability unless otherwise stated in the stance description.

Colossus smash:Favoring to use her brute strength rather than weapons the titanic brawler gains improved unarmed strike as a bonus feat. in addition, her unarmed strikes do 1d6 damage for a Medium creature, levels in this stack with other classes with scaling unarmed damage

Towering might: The brawler counts as if they were one size larger whenever they are subject to opposed checks with a size modifier if doing so is advantageous to her adding +2 to Strength and Constitution, in addition, she counts as having the giant type for abilities and spells whether beneficial or detrimental

Offence is the best defense: the titanic brawler gains half her strength mod rounded down to ac in any round where she has attacked, this benefit only applies when she is unarmored and unencumbered

Stone skin: The brawler's skin becomes as strong as rock providing Con to ac and +2 to dr. this benefit only applies when the brawler is unarmored. dr increases every 4 levels after

Stone shaper: The Brawler may mildly manipulate the earth at no expense, but this may not deal damage or impose any penalty to foes. The bonus is entirely up to the DM's digression, (An example of it's use would be to build a stair or move an out of reach object.) at 12th level, as a full-round action the Brawler raises a protective barrier of solid bedrock, granting a +4 AC bonus to target ally for 2 rounds + the brawler's Con mod. and can cast wall of stone a number of times equal to half her Strength mod this ability counts as a maneuver but does not count against a brawlers total maneuvers

Grasp of the mountain: A titanic brawler can grapple her target with the weight of a mountain granting her the improved grapple feat, at 9th level the brawler also gains greater grapple

Sundering strike (Ex): the brawler has honed her strength to the point where she can smash the sturdiest objects she adds her level to damage rolls to break something and gains improved sunder as a bonus feat, the brawlers punches are so strong she can bypass magic dr, At 10th level, her unarmed attacks are also treated as either lawful or chaotic weapons for the purpose of dealing damage to creatures with damage reduction this choice cannot be changed. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Titans Fury: Channeling the might of the titans the bawler gains strength to damage on any strike maneuvers she pulls

To the earth: At 7th level, a Brawler may make a grapple attempt as a move action. If successful, she can flip her opponent upside down, draping them over her shoulder. The Brawler then slams them into the ground by dropping backwards onto them this counts as a martial maneuver but does not count against a brawler's total maneuvers.

This attack deals damage equal to 4d6 + her Strength modifier, and moves the target into the space behind her in prone position. If there is another enemy in the same space, push them back 5 ft and apply half damage to them as well.

Grounded strike: at 7th level the brawler gains use of the grounded strike feat

Mountains resolve: While stationary the brawler gains a +2 bonus on saving throws at 13th level this increases to +4. at 18th level she gains this benefit even when moving

from the ground up: The Brawler may use an immediate action to make an attack against a flatfooted enemy (or otherwise denied their Dex bonus to AC). This attack deals damage equal to your unarmed damage + current Brawler level and knocks the target into the air (15 feet + total damage dealt). The enemy is left airborne until the start of their next turn. The target takes 1d6 per 5 feet upon impact. If the target takes more than 30 damage from the fall, they become stunned until the start of their next turn. this ability counts as a martial maneuver but does not count against a brawler's total maneuvers.

one with the earth: At 20th level the brawler ascends and becomes an earthen titan, gaining +2 to strength and con and increasing her size by 1 the brawler no longer needs sleep, nor food and water. as her skin is pure diamond the brawler now takes half damage from all sources

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes