Ability name: (ability description)
Weapon Proficiencies: simple weapons, handaxe, short sword, weapons from close weapon fighter group
Brawler's Cunning: Count as Intelligence 13 for qualifying for combat feats
Martial Flexibility: 7/day, gain combat feats not possessed (one as swift action, two as move action) for one minute, must meet prerequisites
Martial Training: Brawler levels count as both fighter and monk for feat prerequisites, items and effects with functions based on fighter or monk levels
Unarmed Strike:
Improved Unarmed Strike as bonus feat;
can make unarmed strikes with hands full;
full STR to unarmed strikes;
can do lethal or nonlethal damage with unarmed/grapple without penalty;
treated as both manufactured and natural weapons for spells and effects affecting one or the other;
base damage unarmed strike 1d10
Bonus Combat Feats: 2nd level and every three levels thereafter, can change bonus combat feats at 5th and every three levels thereafter
Brawler's Flurry: As full attack action, have Improved Two Weapon Fighting for any combination of unarmed strikes, close weapons, monk weapons; full STR to all attacks; can substitute disarm, sunder, or trip for unarmed strikes
Maneuver Training: +2 to dirty trick CMB and CMD, +1 to trip CMB and CMD
AC Bonus: +2 dodge bonus to AC when wearing light or no armor, carrying light load, no shield
Knockout: 1/day, announced before attack roll, if attack hits and target takes damage target must make DC 19 Fortitude save or fall unconscious for 1d6 rounds; can attempt to regain consciousness as full-round action; immunity to critical hits or nonlethal damage negates
Brawler's Strike: unarmed strikes treated as magic, cold iron, silver for overcoming DR
Close Weapon Mastery: close weapons deal 1d8 damage (can use normal damage, call before roll)