- 1 Description
- 2 Class Abilities
- 2.1 Weapon and Armor Proficiency
- 2.2 Natural Talent (Ex)
- 2.3 Two-Weapon Fighting Restriction (Ex)
- 2.4 Bare Knuckles (Ex)
- 2.5 Improved Unarmed Strike (Ex)
- 2.6 Snatch and Throw (Ex)
- 2.7 Brutish Strength (Su)
- 2.8 Pugilist (Ex)
- 2.9 Counterstrike (Ex)
- 2.10 Thick Skinned (Ex)
- 2.11 Evasion (Ex)
- 2.12 Stick and Move (Ex) (Stance)
- 2.13 Eyes on the Target (Ex)
- 2.14 Power Attack (Ex)
- 2.15 Dirty Fighting (Ex)
- 2.16 Footwork (Ex)
- 2.17 Rude Vitality (Ex)
- 2.18 Brutal Precision (Ex)
- 2.19 Improved Grapple (Ex)
- 2.20 Fear Itself (Ex)
- 2.21 Toe to Toe (Ex)
- 2.22 Tempered (Su)
- 2.23 Seize the Initiative (Ex)
- 2.24 Retaliation (Ex)
- 2.25 Ground and Pound (Ex)
- 2.26 Punishing Counterstrikes (Ex)
- 3 Special Brawler Unarmed Attacks
- 4 Epic Brawler
- 5 Epic Class Abilities
- 5.1 Brutal Combos (Ex)
- 5.2 Burly (Ex)
- 5.3 On The Button (Ex)
- 5.4 Bat Away (Su)
- 5.5 Sucker Punch (Ex)
- 5.6 Core Like The Earth (Ex)
- 5.7 Find The Range (Ex)
- 5.8 Gliding Steps (Ex)
- 5.9 Explosive Power (Ex)
Brawlers hone their bodies to become the ultimate weapon, using only their fists to deal devastating damage and painful injuries. A brawler disdains the trappings of a Monk's mysticism, the binding illusion of protection offered by heavy armor, and the distance created by a weapon between the brawler and her enemies. Brawlers can be found anywhere, and come in all genders, races and walks of life. Brawlers learn their trade through hard knocks, and often hard living or hard drinking. Despite this lack of formal training, brawlers should not be underestimated, as their techniques have been specifically designed for maximum effectiveness.
Role: Brawlers are maneuverable and well suited for quickly adapting to a rapidly changing battlefield. They have a variety of techniques which offer them an excellent selection of damage and disabling maneuvers.
Hit Die: d8.
Starting Wealth: 250 gp
Skill Ranks per Level: 6 + Int modifier.
Recommended Ability Score Priority: STR (to-hit, damage), CON (durability, fort saves), DEX (AC, some class abilities). INT, WIS and CHA are all optional, depending on the character vision. That said, INT is useful for more skill points, WIS for will saves, and CHA for when your muscles are all glisteny and you want to make everyone else wish they were buff like you.
|1st||+1||2||2||0||1d8||2d8||-||-||Jab, Cross, Brutish Strength, Improved Unarmed Strike, Bare Knuckles, Natural Talent|
|2nd||+2||3||3||0||1d8||2d8||-||2d12||Counterstrike, Thick-Skinned, Snatch and Throw|
|3rd||+3||3||3||1||1d8||2d8||-||2d12||Evasion, Stick and Move 1/-|
|4th||+4||4||4||1||1d8||2d8||-||2d12||Eyes on the Target, Power Attack|
|5th||+5||4||4||1||1d8||2d8||2d12||2d12||Haymaker, Dirty Fighting|
|6th||+6/+1||5||5||2||1d8||2d8||2d12||2d12||Stick and Move 2/-, Footwork|
|7th||+7/+2||5||5||2||1d8||2d8||3d12||2d12||Rude Vitality I|
|9th||+9/+4||6||6||3||1d8||3d8||4d12||3d12||Improved Grapple, Stick and Move 3/-|
|11th||+11/+6/+1||7||7||3||2d8||3d8||5d12||3d12||Toe to Toe, Natural Talent|
|12th||+12/+7/+2||8||8||4||2d8||3d8||5d12||3d12||Stick and Move 4/-|
|14th||+14/+9/+4||9||9||4||2d8||3d8||6d12||3d12||Rude Vitality II|
|15th||+15/+10/+5||9||9||5||2d8||4d8||7d12||4d12||Stick and Move 5/-|
|16th||+16/+11/+6/+1||10||10||5||2d8||4d8||7d12||4d12||Seize the Initiative|
|18th||+18/+13/+8/+3||11||11||6||2d8||4d8||8d12||4d12||Stick and Move 6/-|
|19th||+19/+14/+9/+4||11||11||6||2d8||4d8||9d12||4d12||Ground and Pound|
Weapon and Armor Proficiency
Brawlers are not proficient with any weapons except Unarmed Strikes, Brass Knuckles, the Cestus, and the Scizore. The brawler may gain proficiency in additional weapons by expending a feat, but those weapons are not subject to their Bare Knuckles class ability.
Brawlers are proficient with all light and medium armor, but cannot use shields. When wearing heavy armor, a shield, or carrying a heavy load, brawlers lose many of their best abilities. So don't do that.
Natural Talent (Ex)
At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
All characters receive an additional natural talent skill at levels 11, 21, and 31. Additional natural talents may also be gained through Character Retraining.
Two-Weapon Fighting Restriction (Ex)
Brawlers gain no benefits from 2-weapon fighting feats, and cannot use these feats to gain additional off-hand attacks.
Bare Knuckles (Ex)
Brawlers make their primary melee attacks with their fists, or weapons based on their fists. They can never gain magical enhancement bonuses or weapon properties on their special brawler attacks from any source except their class weapons (Brass Knuckles, Cestus, and Scizore). A brawler using unarmed strikes may use an Amulet of Mighty Fists (Magic Item).
When the brawler uses one of his class weapons, the normal rules for the damage done by those weapons is ignored and instead the brawler uses the damage for his special brawler attacks (see below) and adds in any damage or effects granted by the weapon, such as enhancement bonuses to to-hit and damage, the effect of dweomermetals, and magical weapon properties such as 'flaming'. Because a set of flaming brass knuckles is just too cool not to allow.
A brawler may purchase only one weapon, and may choose to make any or all of his attacks with only that weapon. A brawler may also purchase two weapons and wear one on each fist. These weapons may be enchanted differently, to gain different effects. When doing such a thing, the brawler must declare at the beginning of each combat round which weapon he is using, and moving to a second weapon in this way is described as 'fighting southpaw'. Because that's just cool.
A brawler may, as any other character, expend a feat to gain proficiency with a normal weapon and wield it as any other character might, and such a weapon may be enchanted in any way the brawler wishes, but no bonuses gained in such a way ever apply to their bare handed attacks. The Brawler may make standard attacks while holding an object in one hand, as long as one hand is empty. However, in order to make full attack actions using Brawler Unarmed Attacks, the Brawler must have both hands empty of any held objects.
Improved Unarmed Strike (Ex)
Brawlers gain the Improved Unarmed Strike feat for free at 1st level. No Brawler attack ever provokes an attack of opportunity simply because she is unarmed. Furthermore, the Brawler is adept at striking with either hand, is capable of dealing lethal or Non-Lethal Damage while unarmed without penalty, and never takes any penalties for making attacks with his fists.
Snatch and Throw (Ex)
In keeping with their heritage as punching and roaring taproom terrors, Brawlers at second level gain the uncanny ability to snatch up improvised objects once per round as a standard action and throw them with frightening accuracy and force. Such attacks inflict the Brawlers Jab damage with a range increment of ten feet and require the Brawler to have an appropriate object within reach (chairs, a mug, a backpack, etc). For purposes of this ability, Brawlers are considered to have the Throw Anything feat for free.
Note that since Snatch and Throw is a standard action, it may be used as the first, and only the first, attack in a full attack action. Also note that even though Snatch and Throw inflicts Jab damage, it is NOT a Jab attack and does not grant the Brawler any additional movement. Lastly note that Snatch and Throw IS affected by a Brawlers Brutish Strength at a high enough level.
Brutish Strength (Su)
A Brawler's attacks with his special class weapons (unarmed, brass knuckles, cestus, and scizore) gain strength bonuses to damage per each die of the attack. Thus, a 2d8 Jab receives Strength bonus damage twice, a 3d8 Cross receives Strength bonus damage three times, a 3d12 Counterstrike receives Strength bonus damage three times, and an 8d12 Haymaker receives Strength bonus damage eight times. Because of this bonus, Brawlers never increase their Strength damage as a result of a critical hit (though the base attack dice are still multiplied by the crit multiplier). The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Brawlers may make all of their special class attacks (see below) with only one of their special class weapons (unarmed attacks, brass knuckles, cestus, or scizore). Alternately, they may use two of their class weapons, one on each hand, gaining all the effects of one of those weapons each round, and switching between the weapons at the beginning of each round.
The brawler using two weapons must declare each round whether he is fighting normally or southpaw, thus choosing which weapon he will use for his brawler class attacks that round.
In addition, a brawler's unarmed attacks are always treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. As always, enhancement bonuses do not stack, but the brawler may choose which bonus he wants to use.
Beginning at 2nd level, Brawlers grow more skilled at punishing opponents who give them an opening. They may use the Counterstrike attack for Attacks of Opportunity, doing 2d12. This damage increases to 3d12 at level 8, 4d12 at level 15, etc. (See Table: Brawler). The brawler adds his Brutish Strength bonuses to this damage.
In addition, if the brawler provokes an attack of opportunity as a result of attempting a Combat Maneuver for which they do not have the associated "Improved" feat (e.g. Trip, Improved (Feat)), and their target actually attempts an attack of opportunity against them (whether it hits or misses), the brawler may respond to this with a bonus Counterstrike attack. The bonus Counterstrike is resolved after the foe's attack of opportunity, and after the combat maneuver. This Counterstrike does not count against the Brawler's available opportunity attacks for the round.
The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Thick Skinned (Ex)
Beginning at 2nd level, Brawlers gain half their CON mod (round down) to their AC. This AC bonus is untyped and stacks with any other sources of armor the brawler may acquire, although it does not apply to touch attacks. Note that the Thick Skinned armor bonus is retained even when the brawler is flat-footed or otherwise loses his Dex bonus to AC.
Beginning at 3rd level, the Brawler can avoid even magical and unusual attacks with great agility. If he 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 the brawler is wearing medium armor, light armor or no armor and not carrying a heavy load or using a shield. A helpless brawler does not gain the benefits of evasion.
Stick and Move (Ex) (Stance)
Beginning at 3rd level, while the Brawler is in his Stick and Move fighting stance he gains DR 1/-. This DR increases by 1 every third level thereafter to a maximum of +6 at 18th. This ability is only active during combat and requires the brawler to enter and maintain the stance. See the rules for Stances.
Eyes on the Target (Ex)
Brawlers may not be sophisticated artists, but they are unmatched at keeping a gimlet gaze fixed unerringly on their foes in battle. Beginning at 4th level, at any time while their Stick and Move stance is up and running, the Brawler may add a +4 training bonus to perception rolls to target foes who are hidden, concealed, stealth-ed, etc. This bonus to perception cannot be used for any other purpose than targeting a foe.
The brawler may make this check once per round as a free action per creature he is attempting to attack, if the creature(s) have some form of concealment or stealth. If he fails the check, he suffers the miss chance as normal against that creature. If he succeeds, all of his attacks against that creature ignore the miss chance until the start of his next turn.
The DC of this perception check is either the target's Stealth result, or, if one is not available, an Average DC for the CR of the foe if the Brawler is trying to overcome partial concealment (20% miss chance), or a Hard DC for the CR of the foe if the Brawler is trying to overcome total concealment (50% miss chance).
This power does not affect the to-hit penalties caused by foes with cover. You still SEE them, but you still have to punch through the cover as normal.
The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Power Attack (Ex)
Brawlers gain the Power Attack feat for free at 4nd level. All Brawler attacks are classed as one-handed, and thus gain +2 damage for each -1 to hit.
Dirty Fighting (Ex)
Beginning at 5th level, Brawlers deal their full Cross damage, including STR modifiers, and any feats, enhancement bonuses, etc. which are normally applied to their Cross damage, when successfully performing any combat maneuver. This is instead of the normal damage dealt by a combat maneuver (which would just be the base dice damage of a Cross).
Rude Vitality (Ex)
At 7th level, and every seven levels thereafter (i.e. 14th, 21st, 28th, 35th), the Brawler gains a permanent bonus Stat point. This must be spent on Str, Dex, or Con, and no more than two Rude Vitality points may be spent on any one of these. These are separate from the stat points all classes gain from level advancement and stack with them in all ways.
Brutal Precision (Ex)
Even the wildest-swinging Brawler has a certain calculated menace to his attacks. Beginning at 8th level, Brawlers auto-confirm critical threats. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Improved Grapple (Ex)
Brawlers gain the Grapple, Improved feat as a bonus feat at 10th level. When a Brawler uses the Improved Grapple ability, they may choose whether or not they provoke an attack of opportunity.
Fear Itself (Ex)
Beginning at 10th level, if the Brawler succeeds on a Will save against a fear effect, he may make an immediate opportunity attack against the enemy that caused the effect if they are within melee reach of the brawler. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Toe to Toe (Ex)
At 11th level, when the Brawler performs a full attack, they add +1 to-hit to their attack with their lowest BAB (their third attack). The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
At 13th level, the Brawler can endure even surprising and unseen attacks with superhuman stamina. If the Brawler takes damage while flat-footed or unaware of the attack, such as during a surprise round, from a trap, or from a sneak attack delivered from stealth, the damage he takes is halved after his defenses (if any) are applied. Tempered does not apply to attacks delivered from a flank, unless you are flat-footed via some other mechanism. Tempered can only reduce the damage from a single attack or trap effect each round, though the brawler may declare which attack he is applying Tempered against (after the attack roll but before the damage roll). Note that a brawler can deliberately 'drop his guard' and declare himself to be flat-footed. See the Flat-Footed condition for details. Tempered can be used only if the brawler is wearing medium armor, light armor or no armor and not carrying a heavy load or using a shield.
Seize the Initiative (Ex)
Although not unusually quick most of the time, once they reach 16th level Brawlers gain the uncanny ability, once per day, to seize the initiative in a fight. Once per day, after the referee begins to count down the initiative for the first time in a given encounter, the brawler may declare that their initiative is one higher than that of any single foe they are facing. Once chosen, their initiative is moved to that spot in the order. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
At 17th level, any time the brawler incurs an attack of opportunity as a result of the brawler's movement, the brawler may make an immediate Counterstrike against the enemy who swung on him. This Counterstrike does not count against the Brawler's available opportunity attacks for the round. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load. The brawler may only use this ability if the enemy actually takes their attack of opportunity. Smart enemies might decide they're better served just letting the Brawler move where ever he wants.
Ground and Pound (Ex)
At 19th level, when a brawler begins their turn in control of a grapple, they can make a damage action using Haymaker as a swift action once per round. Ground and Pound does not count as having used Haymaker for the round. The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
Punishing Counterstrikes (Ex)
At 20th level, the Brawler may use a Haymaker for one Attack of Opportunity per round. Punishing Counterstrikes does not count as having used Haymaker for the round. The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
Special Brawler Unarmed Attacks
The brawler gets a selection of special attacks beginning at level 1, and gains new attacks at higher levels. These attacks may only be made when the brawler is using one of the brawler class weapons, namely, Unarmed Attack, Brass Knuckles, Cestus, and Scizore. With the exception of Haymaker, the brawler may use any of these attacks as often as he likes, provided he has sufficient actions to do so. All attacks are standard attacks and may be used as part of a full attack action.
- Beginning at level 1, the brawler may make a jab attack that incorporates quick footwork. As part of this attack, the brawler may move up to 10 feet as part of the attack, regardless of whether or not the attack hits. This movement can be split up however the brawler wishes: he may move up to ten feet before the attack roll is made; move 5 feet, attack, and move another 5 feet; or attack and then move up to 10 feet. Note that this movement is part of the attack, not a separate move action. This movement provokes opportunity attacks as per normal movement. Unlike other attacks which include movement (e.g. Charge, Spring Attack (Feat), etc.), the movement provided by Jab does not count as movement for purposes of taking a 5-Foot Step in the same round.
- Jabs which successfully hit deal 1d8 points of damage, plus the brawler's Brutish Strength bonus. This damage increases to 2d8 damage at level 11, 3d8 at level 21, and 4d8 at level 31.
- In order to perform a jab, you must be able to perceive your target prior to beginning the jab. This means that jab cannot be used to attack a foe with total concealment or total cover, unless you have some means of perceiving that foe despite its cover or concealment.
- Jab may only be used to make an attack against an opponent, and the target must be within the brawler's melee reach at some point during the 10 feet of jab's movement, or else the brawler may not use jab. (That is, you can't use jab just to get extra movement if there are no targets available to actually jab at.)
- Jab may be used as many times per round as the brawler has attacks, as long as he has a valid target each time, and he gains the ten feet of movement each time it is used.
- At 1st level, the brawler may use Cross as a melee attack against a target within reach. If the attack hits, it deals 2d8 points of damage plus the brawler's Brutish Strength bonus. This damage increases to 3d8 at level 8 and 4d8 at 15th. This attack may be used multiple times per round if the brawler has enough actions/attacks to do so. This attack may also be used when the brawler makes attacks of opportunity.
- At 5th level, the brawler may use Haymaker as a melee attack against a target within reach. If the attack hits, it deals damage equal to the amount listed in the table above, plus the brawler's Brutish Strength bonus, as with all his melee attacks. Haymaker may only be used once per round (see 'Ground and Pound' and 'Punishing Counterstrikes' for exceptions), and this use must be declared before the attack roll is made. Abilities which grant additional attacks, such as Cleave or Whirlwind Attack, when led off with Haymaker, may not deal additional instances of Haymaker, but instead use Cross attacks on the secondary bonus strikes.
- At 11th level, the brawler may use Counterstrike instead of Cross for his attacks of opportunity. If Counterstrike hits, it deals damage equal to the amount listed in the table above, plus the brawler's Brutish Strength bonus. This attack may only be used for attacks of opportunity, and may not be used as part of a normal attack action. It may be used as many times per round as the brawler's available opportunity attacks (typically 1, unless he has combat reflexes).
Table: Epic Brawler
|21st||+21/+16/+11/+6||13||13||7||3d8||4d8||10d12||4d12||Brutal Combo I, Rude Vitality III, Natural Talent|
|23rd||+22/+17/+12/+7||14||14||8||3d8||5d8||11d12||5d12||On The Button|
|25th||+23/+18/+13/+8||15||15||9||3d8||5d8||12d12||5d12||Brutal Combo II|
|27th||+24/+19/+14/+9||16||16||10||3d8||6d8||13d12||6d12||Core Like The Earth|
|28th||+24/+19/+14/+9||16||16||10||3d8||6d8||13d12||6d12||Find the Range, Rude Vitality IV|
|29th||+25/+20/+15/+10||17||17||11||3d8||6d8||14d12||6d12||Brutal Combo III|
|33rd||+27/+22/+17/+12||19||19||13||4d8||7d8||16d12||8d12||Brutal Combo IV|
|35th||+28/+23/+18/+13||20||20||14||4d8||8d8||17d12||9d12||Rude Vitality V|
Epic Class Abilities
Brutal Combos (Ex)
For years of their career, Brawlers concentrate on maneuvering among their enemies and delivering the most telling blow possible. Yes, when a Brawler plants his feet and delivers a full attack upon a foe they certainly feel it, but it has never been the Brawlers focus. However, in the latter portions of their career, Brawlers rectify that lack. They begin to appreciate the power of massed punches, the savage power and flowing rhythm of combination blows, and begin to balance out their footwork with pure, bludgeoning power. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Brutal Combo I: Fast Combo (Ex)
- At 21st level, the Brawler becomes adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Jab damage as bonus damage and apply it to the last Cross he landed. This bonus damage is the Jab damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.
Brutal Combo II: Ripping Cross (Ex)
- At 25th level, the Brawler becomes even more adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Cross damage as bonus damage and apply it to the last Cross he landed. This bonus damage is the Cross damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.
Brutal Combo III: Tearing Counter (Ex)
- At 29th level, the Brawler becomes supremely adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Counterstrike damage as bonus damage and apply it to the last Cross he landed. This bonus damage is the Counterstrike damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.
Brutal Combo IV: Blitzkrieg (Ex)
- At 33rd level, the Brawler becomes an inhuman engine of punishment. If he hits an enemy with three Cross attacks in the same round, he may roll his Haymaker damage as bonus damage and apply it to the last Cross he landed. This bonus damage is the Haymaker damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.
Every Brawler has a truly noteworthy physique, in one manner or another. Even the most lithe and lissome Elf who follows the Brawler's rowdy path develops a certain... durability... to her complexion. At 22nd level, add her Thick-Skinned bonus to the DR/- she gains from her Stick and Move stance. You're still hitting her. She just doesn't care.
On The Button (Ex)
The Brawler is adept at landing punches, even ones that didn't look like they had much of a prayer. Starting at 23rd level, when the Brawler performs a full attack, add +1 to-hit to his attack with the third highest BAB, and add +3 to hit with his attack with the lowest BAB. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Bat Away (Su)
Beginning at 24th level, once per round, the Brawler may elect to forgo one attack. This may be one attack from a full attack, an attack made as a standard action, or an attack granted by items, feats, or spells. This may not be applied to an opportunity attack or a bonus attack. When the attack is forgone, no roll is made and the attack grants no effects and does no damage. This attack is then 'banked', and the player should record their total to-hit bonus for that particular attack. At any time before the start of their next turn, they may elect to use the 'banked' attack as an immediate action to bat away a successful melee attack made against them. The brawler rolls his banked attack at the recorded to-hit bonus and this number becomes his Armor Class for determining whether the attack hit or missed the Brawler. If the enemy's attack roll does not equal or exceed the brawler's resulting roll, the attack misses.
Sucker Punch (Ex)
Through tireless repetition and drills, the Brawler has learned to slip an extra strike in on his foes. Beginning at 26th level, when making a full attack action, the Brawler gets one additional attack per round at his full BAB. This extra attack does not stack with Haste or any other spell, ability or item property which grants additional attacks per round.
Core Like The Earth (Ex)
Whether by hard work, luck, good genes, or the application of lots of bacon and beer, the Brawler's physical conditioning is second to none. At 27th level, add a permanent +2 to their Str, Con, and Dex stats.
Find The Range (Ex)
The Brawlers uncanny ability to score effective punches improves. Starting at 28th level, when the Brawler performs a full attack, add +1 to-hit to his attack with the second highest BAB, and add +3 to hit with his attack with the third highest BAB, and add +5 to hit with his attack with the lowest BAB. This ability replaces On the Button, it does not stack with it.
Gliding Steps (Ex)
The Brawler is adept at being in the right place at all times. Beginning at 30th level, the Brawler converts his Thick-Skinned AC bonus to a Dodge bonus. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load. Note that this ability overwrites Thick-Skinned, it does not stack with it. Note that if the Brawler loses his Gliding Steps ability because he is wearing Heavy armor, a shield, or is heavily encumbered, he still retains his Thick-Skinned bonus. The Gliding Steps bonus is also added to the Brawler's total DR just as the Thick-Skinned bonus is for the class ability of Burly.
Explosive Power (Ex)
Beginning at 32nd level, once per encounter, the Brawler may substitute the damage of a haymaker when they roll a jab attack. Note that they still get the movement bonus for a jab attack.