Admittedly, there are a lot of brawler, wrestler, and unarmed archetypes floating around out there. I wanted to see a western version of the monk, given a similar treatment that Ultimate Combat presented us with the samurai and ninja. I really liked the sort of scoring mechanic of the gunslinger and felt it appropriately mimicked the feel of someone who gets by on a combination of toughness, skill and luck.
Hit Dice: 1d8
Alignment: Any nonlawful
Skill Points per Level: 4 + Int 
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Base Attack Bonus: 3/4 class level
Saves: Good Fortitude, Good Reflex, Good Will
Monk Ability Progression: Unarmed Strike, Fast Movement
Class Abilities
1. Exploits, grit, ki strike +1, unarmed strike, Toughness
2. Evasion
3. Exploits, fast movement, maneuver training
4. Ki strike +2 (magic)	
5. Fearless
6. Unrelenting +1
7. Exploits, ki strike (cold iron/silver)
8. Ki strike +2
9. Improved evasion
10. Ki strike (chaotic), unrelenting +2
11. Exploits, unrelenting +3
12. Ki strike +3
13. Damage reduction 1/—
14. Unrelenting +4
15. Exploits
16. Damage reduction 2/—, ki strike (adamantine)
17. Ki strike +4
18. Unrelenting +5
19. Damage reduction 3/—, exploits
20. Ferocious grit, unrelenting +6
Weapon and Armor Proficiency: Bruisers are proficient with all simple weapons, plus the garrote, handaxe, kukri, sap, spiked armor, short sword, throwing axe, and close weapons. They are proficient with light armor, but not with shields. When medium or heavy wearing armor, using a shield, or carrying a medium or heavy load, a bruiser loses fast movement, ki strikes, and unrelenting abilities.
Grit (Ex): Bruisers possess remarkable reserves of willpower and grit. Grit is a fluctuating measure of a bruiser’s ability to perform amazing actions in combat. At the start of each day, a bruiser gains a number of grit points equal to his Wisdom modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A bruiser spends grit to accomplish exploits (see below), and regains grit in the following ways.
Critical Hit with a Close Weapon or Unarmed Strike: Each time the bruiser confirms a critical hit with a close weapon or unarmed attack while in the heat of combat, he regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the bruiser’s character level does not restore grit.
Killing Blow with a Close Weapon or Unarmed Strike: When the bruiser reduces a creature to 0 or fewer hit points with a close weapon or unarmed attack while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the bruiser’s character level to 0 or fewer hit points does not restore any grit.
Exploits: Bruisers spend grit points to accomplish exploits. Most exploits grant the bruiser some momentary bonus or effect, but there are some that provide longer-lasting effects. Some exploits stay in effect as long as the bruiser has at least 1 grit point. The following is the list of base bruiser exploits. A bruiser can only perform exploits of his level or lower. Unless otherwise noted, an exploit can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the exploit.
Flurry of Blows (Ex): At 1st level, a bruiser can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of close weapons or unarmed attacks as if using the Two-Weapon Fighting feat (even if the bruiser does not meet the prerequisites for the feat). For the purpose of these attacks, the bruiser's base attack bonus from his bruiser class levels is equal to his bruiser level. For all other purposes, such as qualifying for a feat or a prestige class, the bruiser uses his normal base attack bonus.
A bruiser applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A bruiser may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A bruiser cannot use any weapon other than a close weapon or unarmed strike as part of a flurry of blows. A bruiser with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. Performing this exploit costs 1 grit point.
Improvised Weapons: Broken bottles, chairs, a sack of potatoes—all are more than suitable weapons for a bruiser. At 1st level, a bruiser can wield improvised weapons as if using the Catch Off-Guard and Throw Anything feats. Regardless of the object’s shape and size, a bruiser deals 1d6 damage with an improvised weapon. This damage is bludgeoning, piercing, or slashing depending on the object. An improvised weapon scores a threat on a natural roll of 20 and deals triple damage on a critical hit. An improvised weapon is destroyed and becomes useless on a natural roll of 1. The bruiser must have at least 1 grit point to perform this exploit.
Shrug Off (Ex): At 1st level, a bruiser gains incredible toughness and is able to forestall the effects of taking damage. A bruiser can ignore points of damage equal to his bruiser level + his Constitution modifier until the end of his next turn. This ability does not delay any other effects of an attack other than damage, such as poison or stunned. Performing this exploit costs 1 grit point.
Clear Headed (Ex): At 3rd level, the bruiser can spend 1 grit point to remove daze, staggered, or stunned conditions.
Knockdown (Ex): At 3rd level, after hitting with a close weapon or unarmed attack, the bruiser can send opponents off their feet. A bruiser using this exploit gains the trip special attack. He can trip creatures his own size or one size category larger. The bruiser must have at least 1 grit point to perform this exploit. Alternatively, if the bruiser spends 1 grit point to perform this exploit, he can use this ability against larger creatures.
Smashing Blow (Ex): At 3rd level, a bruiser ignores 1 point of hardness when striking an item or object.  A bruiser can ignore additional points of hardness equal to half his bruiser level (maximum 10 points at 20th level). Performing this exploit costs 1 grit point.
Bone Breaker (Ex): At 7th level, as a full-round action, the bruiser can make a single attack with a close weapon or unarmed attack and choose part of the body to target. He gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This exploit costs 1 grit point to perform no matter which part of the creature he targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the bruiser’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Sure Grip (Ex): At 7th level, the bruiser gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 grit point, or against larger creatures by spending 2 grit points.
Wholeness of Body (Ex): At 7th level, a bruiser can spend 1 grit point to heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his bruiser level.
Knock-Out (Ex): At 11th level, whenever the bruiser makes an attack roll that threatens a critical hit with a close weapon or unarmed attack, he can spend 1 grit point to potentially knock an opponent unconscious. Rather than rolling to confirm a critical hit, he rolls 1d6 per bruiser level and if the result is equal to or greater than creature’s current hit points, the opponent becomes unconscious. If the result is lower than the creature’s current hit points, then the attack is treated as a normal hit. Creatures that are immune to sneak attacks are also immune to this ability.
Stand Your Ground (Ex): At 11th level, an opponent attempting to bull rush, overrun, reposition or trip a bruiser must roll twice. The bruiser must have at least 1 grit point to perform this exploit.
Improved Flurry of Blows (Ex): At 11th level, the bruiser can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the bruiser does not meet the prerequisites for the feat). Performing this exploit costs 1 grit point.
Defensive Roll (Ex): At 15th level, when the bruiser has at least 1 grit point, the bruiser can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the bruiser can attempt to roll with the damage. To use this ability, the bruiser must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the bruiser's evasion ability does not apply to the defensive roll.
Greater Flurry of Blows (Ex): At 15th level, the bruiser can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the bruiser does not meet the prerequisites for the feat). Performing this exploit costs 1 grit point.
Crushing Grip (Ex): At 15th level, the bruiser can use the constrict special attack, inflicting his unarmed strike damage on any successful grapple check. The bruiser must have at least 1 grit point to perform this exploit.
Cheat Death (Ex): At 19th level, whenever the bruiser is reduced to 0 or fewer hit points, he can spend all of his remaining grit points (minimum 1) to instead be reduced to 1 hit point.
Deadly Blow (Ex): At 19th level, when the bruiser scores a critical hit with a close weapon or unarmed attack, he can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the bruiser’s level + the bruiser’s Wisdom modifier. On a failed saving throw, the target dies. This is a death attack. Performing this exploit does not allow the bruiser to regain grit from confirming a critical hit or making a killing blow.
Deadly Grip (Ex): At 19th level, if a bruiser maintains a pin for more than 3 rounds, he can spend 2 grit points and chooses one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the bruiser's level + the bruiser's Strength modifier. Once a creature has been the targeted by this ability, regardless of whether or not the save is made, that creature is immune for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Ki Strike (Su): A bruiser’s unarmed attacks are empowered with ki energy.  At 1st level, a bruiser gains a +1 insight bonus on attack and damage rolls with close weapons and unarmed attacks. This bonus increases by +1 for every four levels.
At 4th level, his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. A bruiser loses all these benefits while wearing medium armor or using a shield.
Unarmed Strike: At 1st level, a bruiser gains Improved Unarmed Strike as a bonus feat. A bruiser’s attacks may be with fist, elbows, knees, and feet. This means that a bruiser may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a bruiser striking unarmed. A bruiser may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a bruiser’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 bruiser’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 bruiser also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: bruiser. The unarmed damage values listed on Table: monk is for Medium bruisers. A Small bruiser deals less damage than the amount given there with his unarmed attacks, while a Large bruiser deals more damage; see Table: Small or Large bruiser Unarmed Damage.
Toughness: At 1st level, a bruiser gains Toughness as a bonus feat.
Evasion (Ex): At 2nd level or higher, a bruiser can avoid damage from many area-effect attacks. If a bruiser makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a bruiser is wearing light armor or no armor. A helpless bruiser does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a bruiser gains an enhancement bonus to his land speed, as shown on Table: bruiser. A bruiser in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex): At 3rd level, a bruiser uses his bruiser level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Unrelenting (Ex): At 3rd level, a bruiser gains a +1 bonus to his Armor Class while charging and against rolls to confirm critical hits. This bonus increases to +2 when the bruiser reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. 
Fearless (Ex): At 5th level, a bruiser becomes immune to fear effects.
Damage Reduction (Ex): At 7th level, a bruiser gains damage reduction. Subtract 1 from the damage the bruiser takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three bruiser levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Improved Evasion: At 9th level, a bruiser's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless bruiser does not gain the benefit of improved evasion.
Ferocious Grit (Ex): At 20th level, after a bruiser spends a grit point his next attack with a close weapon or unarmed attack deals the maximum amount of damage.