The Dragonlance Nexus

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Brother of the Horn

D&D 3e (3.0/3.5) Rules

by Zabraxus


Minotaurs. Warriors fierce on land and at sea. Feared by most races - and with good reason. They have the strength of 20 men; the toughness of a hoard of dwarves, and their bull-headedness is both a prominent physical and personality trait. They train hard and never give up. The Brother of the Horn is the peak of minotaur strength. They are deadly with both manufactured and natural weapons, and know how and when to change between their axe and their horns. In minotaur history, this way of life was only available to males. Recently, however, female minotaurs have been allowed to join, calling themselves the Sisters of the Horn, and equalling their male counterparts on the battlefield.

This class is most often taken up by fighters, who can gain the number of feats needed relatively quickly. Higher-level barbarians, paladins, rangers and sometimes clerics or monks take up this class too, as it boosts their martial abilities. Minotaur mariners are not uncommon to this discipline, nor are nobles or rogues. Bards are the most likely spellcasters to join the ranks of Brothers, but druids, wizards, sorcerers and mystics are extremely rare within the group.

NOTE: This prestige class assumes the character is using the minotaur listed in the Dragonlance Campaign Setting, which is a Medium-size creature. If using the minotaur listed in the Monster Manual or Savage Species, some class abilities may need to be changed due to the minotaur's Large size.
Hit Die: d12.

Requirements

To qualify to become a Brother of the Horn, a character must fulfill the following requirements:

Race: Minotaur.
Base Attack Bonus: +6.
Skills: Intimidate 4 ranks.
Feats: Blind-fight, Cleave, Endurance, Hulking Brute, Power Attack, Weapon Focus (any two-handed weapon).
Special: A prospective Brother of the Horn must spend one minute in combat with a fellow Brother at least three levels higher than the applicant. Neither combatant is allowed armor, weapons, or magical items, and only non-lethal damage may be dealt. If the initiate is knocked unconscious, he may not re-apply for 1 month. If the Brother is knocked unconscious, or if both are still awake after one minute, the initiate is allowed into the ranks of the Brothers of the Horn.

Class Skills

The Brother's class skills (and the key ability for each skill) are Climb (Str), Craft (armorsmithing) (Int), Craft (weaponsmithing) (Int), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Brother of the Horn
Class Level Base Att. Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Damage reduction, Improved Unarmed Strike, thick skin +1
2 +2 +2 +0 +0 Horned stampede, weapon affinity
3 +3 +3 +1 +1 Diehard
4 +4 +3 +1 +1 Thick skin +2, resist grapple
5 +5 +4 +1 +1 Brawn over brain
6 +6 +4 +2 +2 Larger than life
7 +7 +5 +2 +2 Thick skin +3
8 +8 +5 +2 +2 Crush
9 +9 +6 +3 +3 Heightened immunity
10 +10 +6 +3 +3 Powerhouse

Class Features

All of the following are class features of the Brother of the Horn prestige class.

Weapon and Armor Proficiency: Brothers of the Horn are proficient with all simple and martial weapons, all armor, and all shields (including tower shields).

Damage Reduction (Ex): A Brother of the Horn gains a damage reduction equal to one-half the Brother's class level. For example, a 6th-level Brother has DR 3/-. This stacks with DR gained from other sources, but does not stack with DR gained from magical items.

Improved Unarmed Strike: A 1st-level Brother gains Improved Unarmed Strike as a bonus feat.

Thick Skin (Ex): A Brother's natural armor toughens through scarring and combat, increasing by +1 at 1st level and every three levels thereafter (to a total +4 bonus at 10th level). This stacks with the minotaur's natural armor as well as any natural armor gained from other classes, but does not stack with natural armor gained from magical items (such as amulets of natural armor).

Horned Stampede: At 2nd level, the Brother gains Horned Stampede as a bonus feat.

Weapon Affinity (Ex): At 2nd level, a Brother has had enough training with his chosen two-handed weapon to wield it with one hand, even though it is a two-handed weapon. This allows them to wield two weapons or a weapon and shield, but if they do so, they lose the extra damage given by wielding it two-handed and suffer the usual penalties for wielding two weapons.

Diehard: At 3rd level, the Brother gains Diehard as a bonus feat.

Resist Grapple (Ex): At 4th level, a Brother of the Horn is a difficult opponent to grapple. The Brother gains a bonus equal to twice his class level on his opposed grapple check to see if a grapple can take hold, or to break out of a grapple. This can also be applied to Strength checks to break out of things such as chains and ropes. It cannot be used, however, to initiate a grapple, or on a Strength check to break a door or chest, only against something restraining the Brother.

Brawn over Brain (Su): By 5th level, a Brother knows his personal strength and trusts that above all else. He can add his Strength modifier as a bonus to all his saving throws.

Larger than Life (Ex): At 6th level, the Brother seems to tower over his opponents on the battlefield. For purposes of natural weapons and grapple, bull rush, etc. checks, a Brother of the Horn counts as a Large size creature. This also counts against the swallow whole ability of some monsters. It does not, however, grant him a larger carrying capacity, nor does the minotaur receive the the AC and attack penalties common to Large creatures.

Crush (Ex): At 8th level, a Brother knows how to use his weight and bulk most effectively. When grappling or pinning an opponent to a hard surface (such as a stone floor or wall), he causes 1d6 points of damage plus 1-1/2 times the Brother's Strength modifier. This damage occurs each round the Brother's opponent is pinned, as the minotaur applies his whole weight to crushing the opponent. This can be either lethal or non-lethal damage. However, if the opponent is wearing heavy armor or has a +5 or higher natural armour bonus due to scales (such as dragons and some draconians) the Brother takes an amount of non-lethal damage equal to the amount of lethal or non-lethal damage dealt (i.e. even if the Brother deals lethal damage, he only takes non-lethal damage).

Heightened Immunity (Ex): By 9th level, a Brother of the Horn has such an effective immune system that all diseases and poisons, magical or mundane, no longer affect him. He also heals hit point damage and regenerates ability damage at twice the rate of a normal character (i.e. twice his level in HP and 2 points per ability score for 8 hours rest, or four times his level in HP and 4 points per ability score for a day of rest).

Powerhouse (Ex): By 10th level, a Brother of the Horn is the most feared enemy to face on the battlefield, except for maybe the most powerful Dragons or Death Knights. His thick skin is now +4, and his DR becomes 5/-. His body is a never-stopping war machine that heals 10hp per hour, and he has seen so much war and death that he becomes immune to all magical and non-magical fear. His muscles have grown so strong that his chosen weapon counts as adamantite for the purpose of overcoming DR, and woe befall anyone who slays a Brother. If ever he is brought down on the battlefield, the moment before he dies the Brother swings one mighty blow at his killer, using his highest attack bonus, and adding triple his Strength modifier to damage.

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