Highbrow Hulk (Apath)

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Unofficial rules compendium

A highbrow hulk is normally an intellectual, but once their rage sets in, they become raging monstrosities. Some change to be come true monsters.

Class Information

This is a barbarian archetype, a barbarian that swaps physical and mental attributes when raging.

Hit Die: d12.

Class Skills

The highbrow hulk's class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The brave has all the abilities of the barbarian, except as noted below.

Attribute Swap (Su)

When raging, fatigued, or exhausted, the physical and mental abilities of the highbrow hulk shifts. Move the ability scores around, swapping Strength with Intelligence, Dexterity with Wisdom, and Constitution with Charisma. Any bonuses to these ability scores are included in the swap, and retain their bonus type. Any damage, drain, or penalties to ability scores are not swapped and remain as they are. Any changes from raging are applied after the swap.

Melor the Meek is a highbrow hulk with Str 7, Intelligence 18, and a headband of intellect that gives a +2 enhancement bonus to Intelligence. When raging, he becomes Melor the Mighty with Str 18, Int 7, and a +2 enhancement bonus to Strength.

An altered Intelligence score can change the amount of skill points available. The highbrow hulk should assign which skill points are lost in the swap, these are the same skill points each time she rages.

The alternations brought on by attribute shift are extreme enough that it is hard to recognize that the highbrow hulk is the same creature. A Perception check (DC 15 + the highbrow hulk's class level) recognizes her for who she is. Use modifiers based on familiarity (see Disguise) on this Perception check.

This replaces uncanny dodge, danger sense, and improved uncanny dodge.

Monstrous Rage

The highbrow hulk can select the following additional rage powers.

Darkvision (Su) The highbrow hulk's eyes glow and she gains darkvision 60 ft. but suffers a -5 penalty on Stealth.

Helltouched (Su): The highbrow hulk grows scales or a thick, wrinkled skin and gains DR 3/cold iron or magic. This DR increases by +3 at level 10 and every three levels thereafter. Note that DR does not stack. A highbrow hulk must be at least 7th level to select this rage power.

Hammer Fists (Su): The barbarian's hands grow into powerful slam attacks. These are primary natural attacks that deals 1d6 points of damage (if the barbarian is Medium; 1d4 if the barbarian is Small) plus the barbarian's Strength modifier. The highbrow barbarian can deal nonlethal damage with hammer fists without the usual -4 attack penalty. If made as part of a full-attack action with manufactured weapons, the slam attacks are made at the barbarian's full base attack bonus – 5, and she adds only 1/2 her Strength modifier to the damage roll.

Mayhem (Ex): The highbrow hulk has a talent for destroying things and using the parts as weapons. The highbrow hulk reduces effective hardness against her attacks by her level and can take a free action once on each of her turns to break an unattended object. If she destroys an object of her own size category, she can pick up a piece of debris that works as either a club or greatclub.

Monstrous Claws (Su): The barbarian's hands grow into claws. These are primary natural attacks that deals 1d6 points of bludgeoning/slashing damage (if the barbarian is Medium; 1d4 if the barbarian is Small) plus the barbarian's Strength modifier. If made as part of a full-attack action with manufactured weapons, the slam attacks are made at the barbarian's full base attack bonus – 5, and she adds only 1/2 her Strength modifier to the damage roll.

Monstrous Hide (Su) The highbrow hulks skin takes on an unnatural color. She gains a bonus to natural armor equal to her Constitution bonus (that is, her original Charisma bonus). Any armor the highbrow hulk wears gains the broken condition and falls to the ground. She can still use a shield. This is an instinctive use of way of the body martial arts.

Monstrous Gore (Su): The barbarian grows one or more horns that can be used in a gore attack. This is a secondary natural attack that is made at her full attack bonus -5 and deals 1d8 points of damage (if the barbarian is Medium; 1d6 if the barbarian is Small) plus half the barbarian's Strength modifier.

Moontouched (Su): The highbrow hulk grows fur and gains DR 3/silver or magic. This DR increases by +3 at level 10 and every three levels thereafter. Note that DR does not stack. A highbrow hulk must be at least 7th level to select this rage power.

Fast Movement

The highbrow hulk's fast movement bonus only applies when raging.

Abominable Strength

At 14th level, increase the damage of any natural attacks the highbrow hulk makes by one step, as if she was one size category larger. This also applies to attacks with improvised weapons, the club, and the great club. Increase the damage by another step at 17th level. This replaces indomitable will and tireless rage.

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Uncanny Dodge
  • Danger Sense
  • Improved Uncanny Dodge
  • Indomitable Will
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