| northbrb |
BAB: Full
High Save: Fortitude
Low Saves: Reflex/ Will
Skills: 4+int) Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Heal, Intimidate, Knowledge (local), Perception, Profession, Sense motive, Slight of hand, Stealth, Survival
Alignment: Any
Proficiency: All Simple Weapons, Light Armor, Medium Armor, no shields
Special- all punching weapons stacks with unarmed damage)
Hit Dice 1d10
Level Special
1. Knockout Punch (1), Catch of Guard, Improved Unarmed Strike (1d4)
2. Brute Strength
3. Mob Defense +1
4. Brute Strength
5. Blood Drunk (1)
6. Knockout punch (2), Brute Strength, Mob Defense +2
7. Damage Reduction 1/-
8. Brute Strength, Unarmed attack (2d4)
9. Mob Defense +3
10. Brute Strength, Damage Reduction 2/-
11. Blood Drunk (2)
12. Knockout Punch (3), Brute Strength, Mob Defense +4
13. Damage Reduction 3/-
14. Brute Strength
15. Mob Defense +5, unarmed attack (3d4)
16. Brute Strength, Damage Reduction 4/-
17. Blood Drunk (3)
18. Knockout Punch (4), Brute Strength, Mob Defense +6
19. Damage Reduction 5/-
20. Deadly Punch, Brute Strength
Knockout Punch: This ability functions as stunning fist but takes a full round action to perform, at 6th level the Brawler can perform a free bull rush attempt without needing to move as part of there Knockout Punch, At 12th level on a successful Knockout Punch the target is knocked unconscious for 1d4 rounds, At 18th level on a successful Knockout Punch the Brawler deals double damage.
Catch of Guard: The Brawler gains this as a free feat
Mob Defense: The brawler gains a moral bonus to ac when ever he is adjacent to more than one foe.
Blood Drunk: The Brawler gains a bonus to attack and damage based on the amount of damage he has taken, this bonus increases as they level. Blood Drunk (1) 25% loss of HP +1, 50% loss of HP +2, 75% loss of HP +3 100% loss of HP +4, Blood Drunk (2) 25% loss Of HP +2, 50% loss of HP +4, 75% loss of HP +6, 100% loss of HP +8, Blood Drunk (3) 25% loss of HP +4, 50% loss of HP +8, 75% loss of Hp +12, 100% loss of HP +16
Damage Reduction: Same as Barbarian
Deadly Punch: If a Knockout punch is successful the foe must make a new fortitude save or die, DC= 10+ ½ Brawlers level+ Brawlers wisdom modifier.
Brute Strength: Every even level starting at 2nd level the Brawler may choose a Brute Strength ability as long as they meet the prerequisites for it, a Brute Strength ability may only be taken once unless other wise noted.
Feign Proficiency:
The Brawler reduces non-proficiency penalties to -2, the Brawler must be 4th level to take
Ferocity:
You remain conscious and can continue fighting even if your HP is below 0; you are still staggered and lose 1 Hp each round. You still die when you reach a negative HP equal to your Constitution. This ability requires the Brawler to have Diehard.
Greater Ferocity:
The Brawler doubles his Constitution to determine when he dies by negative HP. This ability requires Ferocity.
Heavy Throw:
This ability adds +10 to the range of all thrown weapons (including improvised weapons)
This ability may be taken up to 3 times.
Hammer Fist:
Using both hands the Brawler may add 1.5 times his strength modifier to his unarmed attack.
Improved Damage Reduction:
Increase the Brawlers Damage Reduction by 1/-, this ability may be taken up to 3 times. The Brawler must be 8th level to take this feat.
Iron Stomach:
Gain Immunity to all ingested poisons and toxins.
Powerful Build:
Gain a +1 to CMB and CMD, this ability may be taken up to 3 times.
Reckless Attack:
the brawler can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Street Wise:
Gain a +2 to Diplomacy and Knowledge (local)
Tenacity:
Gain a +3 to HP, this ability may be taken as many times as you wish.
this ability.
I have been working on this class for about a year now and i am very happy with were it is but i need some help finishing it.
i need some ideas for more Brute Strength abilities, honestly i need like 10 more to be comfortable.
but any ideas critiques or input would be welcome.
| SmiloDan RPG Superstar 2012 Top 32 |
Maybe look at d20 Modern's feats under Brawl for some ideas, like auto-criting against flat-footed opponents, increasing the multiplier when doing non-lethal damage, etc.
Is the brawler supposed to be good at bar fights, or a trained athlete who boxes in the ring?
Might want to give them some kind speed-bag attack (flurry of blows), fancy foot work (minor spring attack or extra 5 foot step per round), additional resistance to non-lethal damage (double or triple their regular DR?), stuff like that.
| Kaisoku |
I created a Brawler class archetype for the Fighter a while back when the APG was coming out.. although honestly, it changed so much it really should be an "alternate class" as the new Ultimate Combat book puts it.
Here's some of the abilities that I made up that might be relevant:
Ignore the level and "replaces XXX ability" stuff. I'm copy pasting from my notes. These are just to give you some more ideas.
Body Conditioning At 2nd level, the brawler gains one additional hitpoint for every level in the brawler class. At 6th level, and every 4 levels thereafter, the brawler gains a +1 bonus to natural armor, to a maximum of +4 at 18th level.
Additionally, the Brawler gains a +1 bonus per two levels towards Acrobatics checks. This ability replaces Bravery and the Bonus Feat gained at this level.
Technique: Improvised Weaponry Upon reaching 5th level, the brawler can use improvised weapons with greater lethality and versatility. The brawler gains the Improvised Weapon Mastery feat, increasing the damage from normal weapons used as improvised weapon by one step as well. When wielding a two-handed improvised weapon, the brawler can treat it as double weapons (dealing 1d6/1d6 damage for a medium creature), or as a reach weapon with 10' reach (dealing 1d10 damage for a medium creature). The brawler must decide how he uses the weapon at the start of his turn. Some objects may be limited in whether they can be wielded in this manner, at the DM's discretion. This replaces Weapon Training 1.
Technique: Deadly Strikes Upon reaching 6th level, a brawler's fighting techniques are improved. His unarmed strikes have an increased crit range, to 19-20. When using unarmed strikes as a single weapon (not as part of Two Weapon Fighting), the base weapon damage of his unarmed strike is increased by two steps (2d6 for a medium creature). This replaces the Bonus Feat granted at this level.
Technique: Group Fighting At 9th level, a brawler can make a furious assault against multiple targets. As a full round action, the brawler may move up to half his speed, making an attack against a single creature within reach after every 5' of movement. A single creature can only be attacked once throughout this movement.
Since these strikes are a flurry of attacks, similar to using two weapon fighting, unarmed strike damage dice is not increased by Deadly Strikes. Movement made in this way still provokes attacks of opportunity as normal. If the brawler has the Spring Attack feat, he does not provoke attacks of opportunity from leaving the threatened space of a creature he attacked. This ability replaces Weapon Training 2.
Technique: Combination Strikes At 13th level, the brawler's combat techniques allow causing damage even when making complicated maneuvers. Upon making a successful combat maneuver check, the brawler may roll unarmed strike damage as well. This is in addition to maneuvers that may cause damage as part of their check (such as a grapple check, or a when using the Greater Sunder feat), but does not apply on combat maneuvers made after a successful attack (such as the Bull Rush Strke). This ability replaces Weapon Training 3.
Technique: Crushing Strikes At 14th level, the brawler increases his unarmed strike's base critical range to 18-20. This replaces the Bonus Feat gained at this level.
Technique: Quick Strikes At 17th level, when group fighting, a single creature may be attacked up to 3 times throughout the movement. This ability replaces Weapon Training 4. Note, this one assumes a high movement rate by this level, as I had a set of abilities that also increased base speed. I didn't add those because they didn't sound like what you were looking for.
Perfected Strikes Upon reaching 20th level, the brawler's striking techniques are perfected. Any attacks made with unarmed strikes automatically confirm all critical threats.
Also, the brawler has learned how overwhelm a target with a rapid series of strikes. On his turn, after the first successful attack the brawler can start a chain of strikes. The brawler must make an Acrobatics check to properly enter the target's space, and then make a Combat Maneuver check as if making an Overrun check. Success allows the brawler to deal an unarmed strike that is considered a critical hit, but deals 20 times base damage (20d6 for a medium creature) and 5 times strength damage before applying other modifiers. The brawler may choose an adjacent square to move into, and if the target is within one size category of the brawler, they fall prone. The brawler may only use this ability once per round. Failure of either the Acrobatics check or Combat Maneuver check prevents using this ability but uses the attempt for the round.
The Brawler may perform this attack a number of times per day equal to 1 + his Constituation bonus (if any). This ability replaces Weapon Mastery.
Hope this is the kind of stuff you were thinking of. My inspiration was more from watching Ip Man movies, heh.. so a more martial artist slant, really.