Brawler



The Brawler

Alignment: Any chaotic.

Hit Die: d10.

Class Skills

The brawler’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Sleight of Hand (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Brawler

1 ''The value shown is for Medium brawlers. See Table: Small or Large Brawler Unarmed Damage for Small or Large brawlers.''

Class Features

All of the following are class features of the brawler.

Weapon and Armor Proficiency: A brawler is proficient with all simple and improvised weapons, light armor, and medium armor.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler's attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a brawler striking unarmed. A brawler may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a brawler's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A brawler also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: brawler. The unarmed damage values listed on Table: brawler is for Medium brawlers. A Small brawler deals less damage than the amount given there with his unarmed attacks, while a Large brawler deals more damage; see Table: Small or Large brawler Unarmed Damage.

Tough as Nails: Brawlers can take punishment better than most. At 1st level, whenever the brawler takes damage from a melee or ranged attack while wearing medium or lighter armor, the brawler can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the brawler can convert increases by 1.

Endurance: A brawler gains Endurance as a bonus feat at 1st level.

Path of Destruction: At second level a brawler chooses a path. Once chosen the path doesn't change. The options are Bruiser, Contender, or Scrapper.

A Bruiser gains Toughness as a bonus feat and adds 1 ½ their Strength modifier to damage on their unarmed attacks. At 4th level and every four levels thereafter, the amount of damage the brawler can convert from Tough as Nails increases by 1. At 6th level a Bruiser gains 6 bonus hit points. At 8th level a Bruiser adds half his class level rounded down to his AC against critical hit confirmations. At 10th level a Bruiser gains 10 bonus hit points. At 12th level a Bruiser is immune to the dazed, shaken and sicken conditions. At 14th level he is immune to the frightened and nauseated conditions. At 16th level he gains 16 bonus hit points. At 18th a bruiser is immune to fear effects and cannot be stunned. At 20th level a Bruiser gains 20 bonus hit points.

A Contender gains Audience Participation as a class feature. On his turn as a free action he may call on the crowd. For each ally that cheers him on (takes a move action to do so on their turn) the Contender gains a cumulative +1 morale bonus to hit, damage, AC, CMB checks and CMD, up to his Charisma modifier. This effect last until the end of the his next turn after the allies have cheered him on. At 4th level and every 4 levels thereafter the maximum bonus increases by one. At 6th level Audience Participation last for one additional round, plus one additional round for every 4 levels gained after 6th.

A Scrapper gains Rage as per the barbarian ability, but can only Rage for 2 rounds plus his Constitution modifier. A Scrapper may rage for one additional round for each additional level. A Scrapper may choose a rage power at 4th level and every 4 levels thereafter. A Scrapper may choose any rage powers that do not have a level requirement. At 6th level a Scrapper gains +10 to their movement while raging. At 10th level he gains Lunge as a bonus feat. At 14th he gains Step Up and Intimidating Prowess as bonus feats. At 18th level a Scrapper gains Greater Rage.

Evasion (Ex): At 3rd level and higher, a brawler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the brawler is wearing light armor or no armor. A helpless brawler does not gain the benefit of evasion.

Breach : At 4th level a brawlers unarmed strikes ignore a portion of damage reduction equal to half her level. For example, a 10th level brawlers breach is +5. If the target has damage reduction 10/magic and the brawlers attack deals 12 damage then instead of ignoring the first 10 damage the damage reduction would only work against the first 5 damage. If the brawler has a quality that ignores damage reduction then this ability has no effect.

Die Hard: A brawler gains Die Hard as a bonus feat at 5th level.

Greater Grapple: At 6th level brawler gains Greater Grapple as a bonus feat, even if he does not meet the prerequisites.

Uncanny Dodge (Ex): Starting at 6th level, a brawler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a brawler already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Chink in the Armor:  As a standard action at 7th level a brawler may make an attack against a target that ignores half their Armor bonus to AC. At 13th level this attack also ignores half the targets natural armor as well and at 16th level this attack also completely ignores their deflection bonus. If the brawler has any Vital Strike feats he may apply this ability to the Vital Strike attack.

Shrug it off (Ex):  Once per day at 9th level when the brawler suffers a critical hit it counts as a normal hit instead.

Improved Evasion (Ex): A brawler gains this at 10th level. This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless brawler does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): A brawler of 11th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Die Hard: At 12th level a brawler may take full round actions until they’re at -10 hp.

Crippling Strike (Ex): At 14th level a brawler with this ability can attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her Chink in the Armor attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Constrict (Ex): At 16th level a brawler with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). A brawlers constrict damage is equal to their unarmed strike damage. Constricting requires immense effort and can only be done to pinned foes. Choosing to add constriction damage causes a -6 to the grapple attempt. This penalty is removed at 19th level.