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Brawler
The brawler is fighter of the purest form. He revels in combat, confrontation, and the lamentation of his enemy's. Experts at using there body to strike in wild and dirty combat styles that are almost impossible to train as opposed to learn through harsh experience .
Role: The brawler can often fit the role of a traditional fighter better then that of the quick and disciplined monk. Examples of the brawler could be found in a rowdy tavern, a gladiatorial arena, or as a wild man of the woods.
Alignment: Any chaotic.
Hit Die: d10.
Class Skills
The brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table: Monk Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage CMD Bonus
1st +0 +2 +|0
+2 Bonus feat, flurry of blows, stunning fist, unarmed strike
–1/ –1 1d6 +0
2nd +1 +3 +0 +3 Bonus feat, Uncanny Dodge
+0/ +0 1d6 +0
3rd +2 +3 +1 +3 Maneuver training, angry mind +1/ +1 1d6 +0
4th +3 +4 +1 +4 dt pool (Ex), Bastion Stance +2/ +2 1d8 +1
5th +3 +4 +1 +4 Iron Limb Defense, Improved
Uncanny Dodge
+3/ +3 1d8 +1
6th +4 +5 +2 +5 Bonus feat +4/ +4/ –1 1d8 +1
7th +5 +5 +2 +5 Pull from Hidden Reserves
+5/+5/+0 1d8 +1
8th +6/+1 +6 +2 +6
+6/ +6/ +1/ +1 1d10 +2
9th +6/+1 +6 +3 +6 Stalwart
+7/ +7/ +2/ +2 1d10 +2
10th +7/+2 +7 +3 +7 Bonus feat, dt pool (chaotic) +8/ +8/ +3/ +3 1d10 +2
11th +8/+3 +7 +3 +7 Body of the Bull
+9/+9/+4/+4/–1 1d10 +2
12th +9/+4 +8 +4 +8 Fuel the Fire +10/ +10/ +5/ +5/ +0 2d6 +3
13th +9/+4 +8 +4 +8 Inner Fire
+11/ +11/ +6/ +6/ +1 2d6 +3
14th +10/+5 +9 +4 +9 Bonus feat +12/ +12/ +7/ +7/ +2 2d6 +3
15th +11/+6/+1 +9 +5 +9 True Strength
+13/ +13/ +8/ +8/ +3/ +3 2d6 +3
16th +12/+7/+2 +10 +5 +10 Dt pool (adamantine) +14/ +14/ +9/ +9/ +4/ +4/ –1 2d8 +4
17th +12/+7/+2 +10 +5 +10 Tireless Body +15/ +15/ +10/ +10/ +5/ +5/ +0 2d8 +4
18th +13/+8/+3 +11 +6 +11 Bonus feat +16/ +16/ +11/ +11/ +6/ +6/ +1 2d8 +4
19th +14/+9/+4 +11 +6 +11
+17/ +17/ +12/ +12/ +7/ +7/ +2 2d8 +4
20th +15/+10/+5 +12 +6 +12 Eye of the Storm
+18/ +18/ +13/ +13/ +8/ +8/ +3 2d10 +5
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Brawlers are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, maces, bladed gauntlet and spear.
Brawlers can wear medium armor and use a buckler.
Combat Maneuver Defense: A brawler gains +1 to his CMD every four levels. However he does not gain his wisdom bonus to ac or to his CMD like the monk.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special brawler weapon (Hand axe, throwing axe, bladed gauntlet and maces) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the brawler's base attack bonus is equal to his brawler level. For all other purposes, such as qualifying for a feat or a prestige class, the brawler uses his normal base attack bonus.
At 8th level, the brawler can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the brawler can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A brawler 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 brawler may substitute disarm, sunder, and grapple combat maneuvers for unarmed attacks as part of a flurry of blows. A brawler cannot use any weapon other than an unarmed strike or a special brawler weapon as part of a flurry of blows. A brawler 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.
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.
Abrawler also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: brawler is for Medium monks. A Small brawler deals less damage than the amount given there with his unarmed attacks, while a Large brawler deals more damage; see Small or Large brawler Unarmed Damage on the table given below.
Small or Large Monk Unarmed Damage Level Damage (Small Monk) Damage (Large Brawler)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a brawler may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Endurance, Dodge, Improved Grapple, and Scorpion Style, . At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Dirty Trick, Diehard and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A brawler need not have any of the prerequisites normally required for these feats to select them..
Stunning Fist (Ex): At 1st level, the brawler gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the brawler gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. brawler must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Tough as Nails (Ex): The brawler gains +3 hit points at 1st level and additional hit point per additional level.
Uncanny Dodge (Ex): At 2nd level, a brawler gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A brawler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a brawler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Maneuver Training (Ex): At 3rd level, a brawler uses his brawler 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.
Angry Mind (Ex): A brawler of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Dirty Tricks (DT) Pool(Ex): At 4th level, a brawler gains a pool of dt points, energy he can use to accomplish amazing feats. The number of points in a brawler's dt pool is equal to 1/2 his brawler level + his Constitution modifier. As long as he has at least 1 point in his dt pool, he can make a dt strike. At 4th level, dt strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Dt strike improves with the character's brawler level. At 10th level, his unarmed attacks are also treated as chaotic weapons 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.
By spending 1 point from his dt pool, a brawler can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his dt pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A brawler gains additional powers that consume points from his dt pool as he gains levels.
The dt pool is replenished each morning after 8 hours of rest ; these hours do not need to be consecutive.
Bastion Stance (Ex): Bastion Stance (Ex): At 4th level, a brawler becomes like stone, nearly impossible to movewhen he stands his ground. If the brawler starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects.
Iron Limb Defense (Ex): At 5th level, a brawler can def lect blows with an active defense that complements his bastion stance. If the brawler starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 dt point to increase this bonus to +4
Improved Uncanny Dodge (Ex): At 5th level and higher, a brawler can no longer be flanked. This defense denies a rogue the ability to sneak attack the brawler by flanking her, unless the attacker has at least four more rogue levels than the target has brawler levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Pull from Hidden Reserves (Ex): At 7th level or higher, a brawler can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his brawler level by using 2 points from his dt pool.
Stalwart (Ex): At 9th level, an brawler can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the brawler is wearing light armor, medium armor, or no armor. A helpless brawler does not gain the benefit of the stalwart ability.
Body of the Bull (Ex): At 11th level, a brawler gains immunity to poisons of all kinds.
Fuel the Fire (Ex): At 12th level, a brawler can fuel his tenacity with every punishment he doles out. Whenever the brawler confirms a critical hit or fells a opponent he gains back 1 dt point.
Inner Fire (Ex): At 13th level, a brawler gains spell resistance equal to his current brawler level + 10. In order to affect the brawler with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the brawler's spell resistance.
True Strength (Su): At 15th level, a brawler gains immunity to fear as well as DR 1/- witch increases to DR2/- at 17th level and to DR3/- at 19th level. These ability's only function when the brawler has at least one dirty trick point to use.
Tireless Body (Ex): At 17th level, a Brawler no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the brawler still dies of old age when his time is up.
Eye of the Storm: At 20th level, a brawler becomes as impassive as stone. The brawler gains a +2 insight bonus to AC and CMD and a +4 bonus on Perception checks. In addition his DR increases to DR5/-.
Ex-Brawlers
A monk who becomes non chaotic cannot gain new levels as a brawler but retains all monk abilities.
Whats was changed from monk:
Fast movement was replaced by d2 hp/level.
AC and CMD Bonus for wisdom was replaced with medium armor and the buckler. The brawler does gain +1 CMD every four levels like the monk. He does not gain +1 AC every four levels.
Tough as Nails replaces the reflex save that was lost.
Evasion replaced with uncanny dodge.
Slowfall was replaced with bastion defense as per monk of the sacred mountain.
High jump was replaced with Iron limb defense as per monk of the sacred mountain.
Purity of the Body was replaced with improved uncanny dodge.
Improved evasion replaced with Stalwart.
Abundant Leap replaced with life from the stone from Hungry ghost monk.
True Strength replaces quivering palm.
Tounge of the Sun and the Moon removed.
Empty body removed.
Eye of the storm replaces perfect self.
Slight Changes to available bonus feats:
Lvl 2: Deflect arrows and throw anything removed, endurance added.
Lvl 6: Improved Trip removed Improved Dirty trick and Diehard added.