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:
- Strength: primary; used for to-hit, damage
- Constitution: secondary; used to improve your durability, fort saves
- Dexterity: tertiary; useful to improve your AC, and used by some class abilities.
- Charisma: low priority; but makes your muscles all glisteny and makes everyone else wish they were buff like you.
- Intelligence: low priority.
- Wisdom: low priority.
Favored Class: Brawler
If the Brawler class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Brawler table, below.
|Level||To-Hit||Fort||Ref||Will||Base AC||Class Bailiwick||Linked Skill|
|Fav||+0||4 attacks||+2||+2||+0||10||Warfare||Knowledge (Engineering)|
Class Progression: Brawler
|1st||+1||+1/-4/-10/-14||-||+2||-||+2||-||+0||1d8||2d8||-||-||Jab, Cross, Brutish Strength, Improved Unarmed Strike, Bare Knuckles|
|2nd||+1||+2/-3/-9/-13||+1||+3||+1||+3||-||+0||1d8||2d8||-||2d12||Counterstrike, Thick-Skinned, Snatch and Throw|
|3rd||+1||+3/-2/-8/-12||-||+3||-||+3||+1||+1||1d8||2d8||-||2d12||Evasion, Stick and Move 2/-|
|4th||+1||+4/-1/-7/-11||+1||+4||+1||+4||-||+1||1d8||2d8||-||2d12||Eyes on the Target, Power Attack|
|5th||+1||+5/0/-6/-10||-||+4||-||+4||-||+1||1d8||2d8||2d12||2d12||Haymaker, Dirty Fighting|
|6th||+1||+6/+1/-4/-9||+1||+5||+1||+5||+1||+2||1d8||2d8||2d12||2d12||Stick and Move 3/-, Footwork|
|7th||+1||+7/+2/-3/-8||-||+5||-||+5||-||+2||1d8||2d8||3d12||2d12||Rude Vitality I|
|9th||+1||+9/+4/-1/-6||-||+6||-||+6||+1||+3||1d8||3d8||4d12||3d12||Stick and Move 4/-|
|12th||+1||+12/+7/+2/-3||+1||+8||+1||+8||+1||+4||2d8||3d8||5d12||3d12||Stick and Move 5/-|
|14th||+1||+14/+9/+4/-1||+1||+9||+1||+9||-||+4||2d8||3d8||6d12||3d12||Rude Vitality II|
|15th||+1||+15/+10/+5/0||-||+9||-||+9||+1||+5||2d8||4d8||7d12||4d12||Stick and Move 6/-|
|16th||+1||+16/+11/+6/+1||+1||+10||+1||+10||-||+5||2d8||4d8||7d12||4d12||Seize the Initiative|
|17th||+1||+17/+12/+7/+2||-||+10||-||+10||-||+5||2d8||4d8||8d12||4d12||Toe to Toe|
|18th||+1||+18/+13/+8/+3||+1||+11||+1||+11||+1||+6||2d8||4d8||8d12||4d12||Stick and Move 7/-|
|19th||+1||+19/+14/+9/+4||-||+11||-||+11||-||+6||2d8||4d8||9d12||4d12||Ground and Pound|
|21st||+1||+21/+16/+11/+6||+1||+13||+1||+13||+1||+7||3d8||4d8||10d12||4d12||Brutal Combo I, Rude Vitality III, Stick and Move 8/-|
|23rd||+1||+22/+17/+12/+7||+1||+14||+1||+14||+1||+8||3d8||5d8||11d12||5d12||On The Button|
|24th||-||+22/+17/+12/+7||-||+14||-||+14||-||+8||3d8||5d8||11d12||5d12||Bat Away, Stick and Move 9/-|
|25th||+1||+23/+18/+13/+8||+1||+15||+1||+15||+1||+9||3d8||5d8||12d12||5d12||Brutal Combo II|
|27th||+1||+24/+19/+14/+9||+1||+16||+1||+16||+1||+10||3d8||6d8||13d12||6d12||Core Like The Earth, Stick and Move 10/-|
|28th||-||+24/+19/+14/+9||-||+16||-||+16||-||+10||3d8||6d8||13d12||6d12||Find the Range, Rude Vitality IV|
|29th||+1||+25/+20/+15/+10||+1||+17||+1||+17||+1||+11||3d8||6d8||14d12||6d12||Brutal Combo III|
|30th||-||+25/+20/+15/+10||-||+17||-||+17||-||+11||3d8||6d8||14d12||7d12||Gliding Steps, Stick and Move 11/-|
|33rd||+1||+27/+22/+17/+12||+1||+19||+1||+19||+1||+13||4d8||7d8||16d12||8d12||Brutal Combo IV, Stick and Move 12/-|
|35th||+1||+28/+23/+18/+13||+1||+20||+1||+20||+1||+14||4d8||8d8||17d12||9d12||Rude Vitality V|
Weapon and Armor Proficiency
Brawlers are not proficient with any weapons except Unarmed Strikes, Brass Knuckles, Cestus, and the Scizore. The brawler is also proficient with the Light Mace, and may gain proficiency in additional weapons by expending a feat, but the Mace and any other 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 character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.
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.
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 they are 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 as a bonus feat at 1st level, however it does not provide any benefits to them, except as a prerequisite for other feats. (This is because the Brawler's special attacks inflict considerably more damage than this feat grants.)
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 they like, provided they have sufficient actions to do so. All attacks are attack actions and may be used with any attack during a full attack action.
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.
The brawler may also apply any to-hit bonuses they would normally apply to their jab attacks to any object they throw using Snatch and Throw. This means the only difference in to-hit numbers between the brawler's normal melee attacks and an improvised thrown weapon is that the thrown weapon uses the brawler's Dexterity modifier instead of Strength modifier.
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 they are 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 they are fighting normally or southpaw, thus choosing which weapon they will use for their 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 they want 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 (assuming they don't have the Improved Combat Maneuvers 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 they are 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. Brawlers that are made flat-footed, wobbly, or helpless do not suffer the -4 penalty to AC that these conditions normally apply (though all the other negative effects still apply).
Beginning at 3rd level, a brawler can avoid even magical and unusual attacks with great agility. Any attack, spell, or effect that deals damage and offers a Reflex-based saving throw can be mitigated with this ability. If the brawler succeeds on their saving throw, the effect deals only one-quarter (¼) damage. Furthermore, even if the brawler fails their Reflex saving throw, they take only three-quarters (¾) damage from the effect.
Evasion does not provide any protection against non-damaging effects or status conditions caused by the attack, it only reduces the damage portion of the attack. Evasion can only be used in circumstances where the brawler is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.
Stick and Move (Ex)
Beginning at 3rd level, during combat, the brawler may spend a swift action to activate Stick and Move, gaining DR 2/-. This DR increases by 1 every third level thereafter (ignoring fractions), to a maximum of +12 at 33rd. Stick and Move can be sustained each round after the first with a free action. If the brawler is knocked Prone or subjected to any condition which reduces their available actions in a round, the ability is disrupted and ends until the brawler can re-activate it with another swift action. If the brawler attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The brawler may also end the ability at any time as a free action. The ability automatically ends when combat ends. While Stick and Move behaves like a stance, it is not one; the brawler may enter a stance while using Stick and Move.
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 ability is active, the Brawler may add a +4 training bonus to Perception rolls to target foes who are hidden, concealed, stealthed, 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 they are attempting to attack, if the creature(s) have some form of concealment or stealth. If they fail the check, they suffer the miss chance as normal against that creature. If they succeed, all of their 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 around (or through) the cover as normal.
The brawler loses use of this ability if they are wearing heavy armor, using a shield, or carrying a heavy load.
Power Attack (Ex)
Brawlers gain the Power Attack feat for free at 4th level. All Brawler attacks are classed as one-handed for purposes of power attack.
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 they are wearing heavy armor, using a shield or carrying a heavy load.
Fear Itself (Ex)
Beginning at 10th level, if the Brawler succeeds on a Will save against a fear effect, they 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 they are wearing heavy armor, using a shield or carrying a heavy load.
At 11th 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 they are 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.
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 they take 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 they are 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 enemy creature present in the encounter (or any single group of enemy creatures present in the encounter that are sharing the same initiative number). Once chosen, their initiative is moved to that spot in the order. The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
Toe to Toe (Ex)
At 17th 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 they are wearing heavy armor, using a shield or carrying a heavy load.
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.
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 they are 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 they strike. If they hit an enemy with two Cross attacks in the same round, they may roll their Jab damage as bonus damage and apply it to the last Cross they 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 they strike. If they hit an enemy with two Cross attacks in the same round, they may roll his Cross damage as bonus damage and apply it to the last Cross they 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, the brawler adds an additional +5 DR/- to their Stick and Move class feature while it is active.
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 their Thick-Skinned AC bonus to a Dodge bonus. The brawler loses use of this ability if they are 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 their Gliding Steps ability because they are wearing Heavy armor, a shield, or are heavily encumbered, they still retain their Thick-Skinned bonus.
In addition, Gliding Steps also adds +5 additional DR/- to the brawler's Stick and Move class feature, while it is active. This is in addition to (i.e. stacks with) the bonus to the brawler's DR granted by Burly at 25th level.
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.