Bruiser
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Set your HP to 50% of maximum, and immediately start your next turn. All attacks you make this turn are considered Delta Actions with no DP cost.
Gain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage.
Unlike other combo classes, Bruiser is considered to be in a permanent state of Combo. Your Combo count always halves at the end of your turn, and any hits you sustain always remove at least 1 Combo. Moves that would normally break you out of Combo instead set your Combo to 0.
Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. Since Bruiser is always in a state of Combo, OP moves instead can always be used, so long as their required trigger conditions are met. As a Bruiser, your fighting styles also allow you to access a special type of Combo move known as a Follow-Up (FU), which can be used in place of a bonus action unarmed strike such as those granted by Flurry of Blows.
Note that certain moves from enemies will always break your combo, including critical hits, knockback, stagger, stun etc. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it. Depending on your current move, you will be broken out of combo by sustaining a number of hits, represented by NX on the move description, where N = the number of hits. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round. [OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution. Some openers require combo to use, and are typically reserved for more powerful combos. [LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN]. [FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects. Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.
Unlike other Combo classes, Bruiser’s suite of Combo moves are restricted to only those available to their current fighting style, of which they have access to only four at a time. Swapping between fighting styles in combat can be done so as a movement action.
As a Bruiser, you channel the powerful destructive capabilities of delta-type mana through your martial arts techniques. Through drawing mana from inflicting pain on your enemies, you store it as Delta Points (DP), which have a maximum of 100. You gain DP through finishing combos, with different FN moves converting combo count into DP at different rates. Your DP is used on Delta Actions; special legendary actions that use DP but deal significantly increased damage based on the amount of pain dished out, encouraging the use of environmental fixtures in your fighting.
By default, you have access to a Delta Action known as an Environmental Delta, costing 10 DP as an attack action or 20 DP as a reaction. Different fighting styles not only have access to different movesets, but also have different bonuses as your DP increases. Upon hitting 100 DP, you can activate a special mode known as Delta Overcharge, which rapidly drains your DP each round but grants you a significant number of buffs unique to your fighting style.
You have learned to synchronize your Ki with the flow of your Delta mana. You no longer gain or consume Ki for any abilities that use it, instead gaining or consuming DP at a conversion rate of 3 DP to 1 Ki. After a long rest, your DP is set to 60.
Whenever you use up 10 Combo at once with a finisher, you gain 1 Delta Action lasting until the end of the phase you can use at any time as a free action. For every 5 Bruiser levels above 1st, the maximum number of saved Delta Actions you may have at once increases by 1.
When recovering from Prone, you gain a free opportunity attack against any enemies within melee distance of you.
When making an intimidation or athletics roll out of combat, you can treat it as a Delta Action and gain DP.
While below 20% of your max HP, you gain 3DP for every UP you gain.
When making a Dodge, Parry, or Guard; you may spend 2 Combo to queue it up as a Delta Action.
Damage dealt with improvised weapons is added on top of the base damage of your unarmed strikes or monk weapons.
While Drunk or Angry, gain an amount of DP each round equal to 2x the stack count of the effect(s).
Whenever you roll a nat 20, you gain a free Delta Action to be used immediately.
The first time you swap styles each turn is a free action instead of a tactical action.
Gain the ability to wield multiple monk weapons at once, provided they occupy different spots on your body. When landing an attack; the to-hit, damage, and other effects are dependent on the weapon occupying the body part used to make the attack. Certain special weapons are not affected by this ability.
Gain an extra DEX roll of movement and double your normal jump height.
When at 100 DP, instead of using Delta Overcharge you may choose to drain all of your DP and fill your UP to max, gaining +2 bonus ZP in the process.
Your Athletics rolls gain double proficiency and cannot roll below average. You can also overcharge your muscles with Delta mana to perform extreme feats of strength such as lifting heavy objects or prying open doors. Each DP you spend increases your deadlifting, pushing, or pulling capacity by 500lbs.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as Monk + Intimidation ProficiencyRequirements
- (Class Bond) Monk: You must have fully unlocked every ability of the Monk class.
- (Class Bond) Rogue: You must have fully unlocked every ability of the Rogue class.
Abilities
Ultimate Ability: Rhythmizing Rush
Level: 10 | Rarity: Exotic | UP: 70 | ZP: 3 | ZL: 0 | Cost: 10 TPSet your HP to 50% of maximum, and immediately start your next turn. All attacks you make this turn are considered Delta Actions with no DP cost.
Combo Fighter (Bruiser)
Level 1 | | CC: Bruiser | Rarity: Rare | Cost: 15 TPGain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage.
Unlike other combo classes, Bruiser is considered to be in a permanent state of Combo. Your Combo count always halves at the end of your turn, and any hits you sustain always remove at least 1 Combo. Moves that would normally break you out of Combo instead set your Combo to 0.
Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. Since Bruiser is always in a state of Combo, OP moves instead can always be used, so long as their required trigger conditions are met. As a Bruiser, your fighting styles also allow you to access a special type of Combo move known as a Follow-Up (FU), which can be used in place of a bonus action unarmed strike such as those granted by Flurry of Blows.
Note that certain moves from enemies will always break your combo, including critical hits, knockback, stagger, stun etc. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it. Depending on your current move, you will be broken out of combo by sustaining a number of hits, represented by NX on the move description, where N = the number of hits. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round. [OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution. Some openers require combo to use, and are typically reserved for more powerful combos. [LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN]. [FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects. Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.
Unlike other Combo classes, Bruiser’s suite of Combo moves are restricted to only those available to their current fighting style, of which they have access to only four at a time. Swapping between fighting styles in combat can be done so as a movement action.
Delta Force
Level 1 | CC: Bruiser | REQ: Combo Fighter | Rarity: Legendary | Cost: 0 TPAs a Bruiser, you channel the powerful destructive capabilities of delta-type mana through your martial arts techniques. Through drawing mana from inflicting pain on your enemies, you store it as Delta Points (DP), which have a maximum of 100. You gain DP through finishing combos, with different FN moves converting combo count into DP at different rates. Your DP is used on Delta Actions; special legendary actions that use DP but deal significantly increased damage based on the amount of pain dished out, encouraging the use of environmental fixtures in your fighting.
By default, you have access to a Delta Action known as an Environmental Delta, costing 10 DP as an attack action or 20 DP as a reaction. Different fighting styles not only have access to different movesets, but also have different bonuses as your DP increases. Upon hitting 100 DP, you can activate a special mode known as Delta Overcharge, which rapidly drains your DP each round but grants you a significant number of buffs unique to your fighting style.
Ki'ed In
Level 2 | REQ: Ki, Delta Force | Rarity: Rare | Cost: 3 TPYou have learned to synchronize your Ki with the flow of your Delta mana. You no longer gain or consume Ki for any abilities that use it, instead gaining or consuming DP at a conversion rate of 3 DP to 1 Ki. After a long rest, your DP is set to 60.
Essence of Fighting Instinct
Level 3 | REQ: Delta Force | Rarity: Legendary | Cost: 5 TPWhenever you use up 10 Combo at once with a finisher, you gain 1 Delta Action lasting until the end of the phase you can use at any time as a free action. For every 5 Bruiser levels above 1st, the maximum number of saved Delta Actions you may have at once increases by 1.
Class Feat Slot VI
Level 4 | CC: BruiserRising Tornado
Level 5 | Rarity: Rare | Cost: 3 TPWhen recovering from Prone, you gain a free opportunity attack against any enemies within melee distance of you.
Essence of Menacing Aura
Level 6 | REQ: Delta Force | Rarity: Rare | Cost: 2 TPWhen making an intimidation or athletics roll out of combat, you can treat it as a Delta Action and gain DP.
Feel the Rhythm
Level 7 | REQ: Delta Force | Rarity: Legendary | Cost: 3 TPWhile below 20% of your max HP, you gain 3DP for every UP you gain.
Class Feat Slot VII
Level 8 | CC: BruiserEssence of Patient Counter
Level 9 | REQ: Delta Force | Rarity: Rare | Cost: 2 TPWhen making a Dodge, Parry, or Guard; you may spend 2 Combo to queue it up as a Delta Action.
Straight Outta the Block
Level 10 | Rarity: Rare | Cost: 3 TPDamage dealt with improvised weapons is added on top of the base damage of your unarmed strikes or monk weapons.
Belligerence
Level 11 | REQ: Delta Force | Rarity: Rare | Cost: 2 TPWhile Drunk or Angry, gain an amount of DP each round equal to 2x the stack count of the effect(s).
Class Feat Slot VIII
Level 12 | CC: BruiserEssence of Lethal Luck
Level 13 | REQ: Delta Force | Rarity: Legendary | Cost: 3 TPWhenever you roll a nat 20, you gain a free Delta Action to be used immediately.
Swift Stancing
Level 14 | CC: Bruiser | Rarity: Rare | Cost: 3 TPThe first time you swap styles each turn is a free action instead of a tactical action.
Asura Armaments
Level 15 | Rarity: Mythic | Cost: 7 TPGain the ability to wield multiple monk weapons at once, provided they occupy different spots on your body. When landing an attack; the to-hit, damage, and other effects are dependent on the weapon occupying the body part used to make the attack. Certain special weapons are not affected by this ability.
Class Feat Slot IX
Level 16 | CC: BruiserMartial Mobility
Level 17 | Rarity: Rare | Cost: 3 TPGain an extra DEX roll of movement and double your normal jump height.
Delta Transfusion
Level 18 | REQ: Delta Force | Rarity: Exotic | Cost: 5 TPWhen at 100 DP, instead of using Delta Overcharge you may choose to drain all of your DP and fill your UP to max, gaining +2 bonus ZP in the process.
Class Feat Slot X
Level 19 | CC: BruiserApex of Athleticism
Level 20 | REQ: Delta Force | Rarity: Mythic | Cost: 5 TPYour Athletics rolls gain double proficiency and cannot roll below average. You can also overcharge your muscles with Delta mana to perform extreme feats of strength such as lifting heavy objects or prying open doors. Each DP you spend increases your deadlifting, pushing, or pulling capacity by 500lbs.
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