Brawler 1.0

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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 their enemies. Brawlers can be found anywhere, and come in all types, races and walks of life. Brawlers learn their trade through hard knocks, often hard living, and sometimes hard drinking. Despite this lack of formal training, brawlers should not be underestimated, as their informal, trial-and-error-based methods of improving their deadliness is proven effective in every fight they walk away from. While a brawler may try many different ways of striking an opponent, only the strikes that produce consistent results get repeated use. They don't rely on storied histories of ancient fighting forms, or daily practices repeating the same moves over and over again. Instead, they build on their successes, and practice through life-or-death encounters, honing their brutal craft by taking every opportunity to challenge even stronger foes.

Role: Brawlers are maneuverable and well suited for quickly adapting to a rapidly changing battlefield. They have a variety of techniques that offer them an excellent selection of damage and disabling maneuvers.

Alignment: Any.

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.

Base To-Hit:
A brawler's base to-hit numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged to-hit rolls.

  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier

Base Weapon Damage:
Brawlers primarily use their bare hands (unarmed strike) for their damage, though they can use a few weapons (see Bare Knuckles for details). Brawlers cannot use any traditional ranged weapons, but they can become quite good at throwing random detritus on the battlefield at their enemies (see Snatch and Throw for details).

Brawler melee damage is non-standard, and is based on the number of levels in the brawler class the character has, and which of their brawler special attacks they are using at the time. As a result, their melee damage is not calculated traditionally (see Brawler Special Attack Damage for details). They use this modified damage instead of the base weapon damage of their unarmed strikes, or the base weapon damage of any weapons they are wielding.

Furthermore, the brawler's Strength modifier is applied to their brawler special attacks a number of times equal to the number of dice that special attack inflicts (e.g., a 2d8 cross adds their Strength modifier twice, and a 3d8 cross would add their Strength modifier three times, etc.; see Brutish Strength for details).

As with all unarmed strikes, a brawler's attacks critically threaten only on a natural 20 on the to-hit die, and their critical multiplier is x2. However, a brawler's critical strikes are unusual, since they do not multiply their Strength modifier. Only the dice of the attack, and any enhancement bonus they might have, are doubled. The Strength modifier, already a multiple of the dice being rolled, is not increased by a critical hit.

Base Armor Class:
A brawler's base armor class is 10, and their armor class is calculated normally. Note, however, that brawlers cannot equip a shield without losing access to their brawler special attacks (i.e. jab, cross, haymaker, and counterstrike). As a result, while a brawler can enhance their armor class with a shield (if they first spend a feat to become proficient with a shield), it will prevent them from using many of their class features, and is therefore not recommended.

  • Armor Class: 10 + Armor bonus + Dexterity modifier + Size Modifier + Shield Modifier

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 the Courageous Brawler (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Class Bailiwick Linked Skill
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +2   +0   10 Warfare Knowledge (Engineering)

Natural Talent (Ex)

All characters receive two natural Natural Talent skills at character creation: 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.

Because natural talents are gained at particular class levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.

Natural Born Scrapper (Ex)

A brawler who chooses 'Brawler' as their Favored Class may add +1d8 to the damage they inflict with their Jab and Cross abilities, and +1d12 to the damage they inflict with their Haymaker ability. This increases the base damage of each of these attacks, and is not considered bonus or precision damage.

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Courageous Brawler (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +1 (+1)   -4 (+1)   -9 (+1)   -14 (+1)   +2   +2   +0   10 Improved Unarmed Strike, Bare Knuckles (Jab and Cross), Brutish Strength,
2nd   +2 (+1)   -3 (+1)   -8 (+1)   -13 (+1)   +3 (+1)   +3 (+1)   +0   10 Counterstrike, Thick-Skinned
3rd   +3 (+1)   -2 (+1)   -7 (+1)   -12 (+1)   +3   +3   +1 (+1)   10 Stick and Move I, Power Attack
4th   +4 (+1)   -1 (+1)   -6 (+1)   -11 (+1)   +4 (+1)   +4 (+1)   +1   10 Snatch and Throw
5th   +5 (+1)   +0 (+1)   -5 (+1)   -10 (+1)   +4   +4   +1   10 Eyes on the Target

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 (so they can use Rods, like all characters), 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 feature.

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.

Two-Weapon Fighting Restriction

All brawler special attacks (i.e. Jab, Cross, Haymaker, and Counterstrike) are subject to a restriction against the use of two-weapon fighting feats with those special attacks. Brawler special attacks do not consider handedness, and gain no benefits from 'off hand' attacks.

If the Brawler takes these feats they may still use them if they use a weapon in the conventional manner, though such weapons cannot make use of the brawler's special attacks of the Bare Knuckles class feature, or make use of its special damage.

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 they are unarmed.

Bare Knuckles (Ex)

Brawlers make their primary melee attacks with their fists, or with specific weapons that wrap around their fists, and inflict a custom amount of damage when doing so. The damage profile used for these special attacks will not stack with any weapon damage dice or any other special damage profile, such as a Monk's special unarmed strike damage. Brawler special attacks may be increased by bonus damage or precision damage, such as that granted by class features like Sneak Attack or Quarry (usually acquired via multi-classing).

When the brawler uses one of their class weapons (Brass Knuckles, Cestus, and Scizore), the normal rules for the base weapon damage done by those weapons is ignored and instead the brawler uses the damage for their brawler special attacks (see Brawler Special Attack Damage 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.

Brawlers can only gain magical enhancement bonuses or weapon properties on their brawler special attacks by enchanting a class weapon that they are wielding, or by equipping a magic item specifically for this purpose, such as an Amulet of Mighty Fists. The Brawler class does not provide enhancement bonuses through class features. As a reminder, enhancement bonuses do not stack; if a brawler has access to more than one enhancement bonus with a given weapon (or their fists), they choose the highest available (they do not add together).

When wielding a class weapon, the brawler may perform any of their brawler special attacks with that weapon (i.e., Jab, Cross, Counterstrike, or Haymaker). A brawler may purchase additional class weapons with different magic bonuses or properties to gain different effects, if they wish. However, if the brawler is wielding a different class weapon in each hand, they must declare which weapon they are using each round, and cannot change between the weapons within a single round; all attacks performed that round are performed with the declared weapon only. Since the brawler cannot use any two-weapon fighting feats or techniques, they can never use both wielded weapons in the same round; only one.

While a brawler can expend a feat to gain proficiency with a non-class weapon, it would only deal its own base weapon damage (i.e. the brawler couldn't replace its damage with their brawler special attack damage), and the weapon cannot be used to perform any of the brawler's special attacks (i.e., jab, cross, counterstrike, or haymaker). As a result, this is not recommended.

In order to perform an attack, the brawler must either have one hand free or be wielding a weapon. If the brawler is carrying something that requires both their hands, they cannot attack.

Brawler Special Attacks

At level 1, the brawler gains access to their Jab and Cross brawler special attacks. They gain access to the Counterstrike brawler special attack at level 2, and the Haymaker brawler special attack at level 6. These attacks may only be made when the brawler is fighting unarmed, or is wielding one of the brawler class weapons (namely, Unarmed Attack, Brass Knuckles, Cestus, and Scizore).

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Jab (Ex)

At 1st level, the brawler may make a jab as a Standard Attack action that incorporates quick footwork. As part of this attack, the brawler may move up to 10 feet, regardless of whether or not the attack hits. This movement can be split up however the brawler wishes: they 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. This movement is part of the attack, not a separate move action. This movement provokes opportunity attacks as per normal movement. Unlike other attacks that 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.

  • A Jab that successfully hits deals damage equal to the amount listed in the Brawler Special Attack Damage table, plus the brawler's Brutish Strength bonus.
  • 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 enemy creature, 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.)
  • As a standard attack action, Jab may be used as many times per round as the brawler has attacks, as long as they have a valid target each time, and the brawler gains the ten feet of movement each time it is used (hit or miss).
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Cross (Ex)

At 1st level, the brawler may use Cross as a Standard Attack action against a target within reach. If the attack hits, it deals damage equal to the amount listed in the Brawler Special Attack Damage table, plus the brawler's Brutish Strength bonus. As a standard attack action, Cross may be used as many times per round as the brawler has attacks.

This attack may also be used when the brawler makes attacks of opportunity at level 1.

The brawler loses use of these special attacks if they are wearing heavy armor, using a shield, or carrying a heavy load.

Brawler Special Attack Damage

When a Brawler throws a bare-knuckled punch, their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. To see the damage done in the Courageous Tier by these attacks, refer to the table below for the damage they inflict with each of their special attacks.

Level Jab Cross Haymaker Counterstrike
1st 1d8 2d8 - -
2nd 1d8 2d8 - 2d12
3rd 1d8 2d8 - 2d12
4th 1d8 2d8 - 2d12
5th 1d8 2d8 - 2d12

Brutish Strength (Su)

A Brawler's unarmed strikes, or attacks they make with their special class weapons (Brass Knuckles, Cestus, and Scizore), add the brawler's strength modifier to the damage dealt per each die of the attack. Thus, a 2d8 Jab adds double the brawler's Strength modifier to the damage, a 3d8 Cross adds triple the brawler's Strength modifier to the damage, a 3d12 Counterstrike adds triple the brawler's Strength modifier to the damage, and an 8d12 Haymaker adds eight times the brawler's Strength modifier to the damage.

As with all unarmed strikes, a brawler's attacks critically threaten only on a natural 20 on the to-hit die, and their critical multiplier is x2. However, a brawler's critical strikes are unusual, since they do not multiply their Strength modifier. Only the dice of the attack, and any enhancement bonus they might have, are doubled. The Strength modifier, already a multiple of the dice being rolled, is not increased by a critical hit. This means that a brawler's critical hits are somewhat less impressive than a critical hit made by some other damage-based class (like a rogue). They make up for this by having all their non-critical attacks be quite impressive, instead.

The brawler loses use of Brutish Strength if they are wearing heavy armor, using a shield, or carrying a heavy load.

Counterstrike (Ex)

At 2nd level, the brawler grows more skilled at punishing opponents who give them an opening, adding an additional Brawler Special Attack to their repertoire. They may use the Counterstrike special attack when performing an attack of opportunity, instead of their Cross special attack.

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Counterstrike (Ex)

Beginning at 2nd level, the brawler may use Counterstrike instead of Cross for their attacks of opportunity. If Counterstrike hits, it deals damage equal to the amount listed in the Brawler Special Attack Damage table, 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 they have Combat Reflexes), but only when an enemy creature provokes an attack of opportunity from the brawler.

The brawler loses use of this special attack if they are wearing heavy armor, using a shield, or carrying a heavy load.

Thick Skinned (Ex)

Beginning at 2nd level, Brawlers add half their Constitution modifier (round down, minimum 1) to their AC as a dodge bonus. Dodge bonuses stack with any other bonuses to armor class the brawler may acquire (including other Dodge bonuses). This bonus is not added to the brawler's maneuver defense.

In addition, 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).

Stick and Move I (Ex)

Beginning at 3rd level, the brawler gains two points of Damage Resistance (DR 2/-) at all times during a combat encounter. Subtract 2 points from the damage the brawler takes each time they are dealt physical damage from any source. Attacks that inflict energy damage or primal (untyped, irresistable) damage are not reduced by Damage Resistance; only damage types that are physical in nature are reduced.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

This class feature becomes active automatically as soon as an initiative order starts, even at the start of a surprise round. The brawler does not need to be aware of any attacker, or even aware that a combat is occurring, for this class feature to become active.

If the brawler is made Prone or Splayed, or is subjected to any status condition that reduces their available actions in a round, the class feature is disrupted (i.e., it turns off) until the brawler can regain the ability to expend all of their actions in a round, at which time, it 'turns back on' as a free action.

Stick and Move automatically ends when combat ends, but may be active during other stressful situations where the Brawler is alert, such as a skill challenge, at the GMs discretion. While Stick and Move behaves somewhat like a stance, it is not one; the brawler may enter a stance while using Stick and Move.

Power Attack (Ex)

Brawlers gain the Power Attack feat for free at 3rd level. All Brawler attacks are classed as one-handed for purposes of power attack.

Snatch and Throw (Ex)

At 4th level, in keeping with their heritage as punching and roaring taproom terrors, Brawlers gain the uncanny ability to snatch up improvised weapons once per round as a standard action and throw them with frightening accuracy and force. Such attacks inflict the Brawler's Jab damage with a range increment of 10 feet (and a maximum range of 50 feet), and require the Brawler to have an appropriate object within reach (chairs, a mug, a backpack, etc). When they gain this class feature, brawler's gain 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 (including their Favored Class bonus, if any), 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 Brawler's Brutish Strength bonus, if the thrown object deals more than one die of damage.

Anything that increases the brawler's Jab damage also increases the damage that Snatch and Throw inflicts.

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 5th level, at any time while their Stick and Move class feature 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 the brawler fails 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 their 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 class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

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Intrepid Brawler (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +6 (+1)   +1 (+1)   -4 (+1)   -9 (+1)   +5 (+1)   +5 (+1)   +2 (+1)   10 (Improved Unarmed Strike), (Bare Knuckles), (Brutish Strength), Haymaker
7th   +7 (+1)   +2 (+1)   -3 (+1)   -8 (+1)   +5   +5   +2   10 Rude Vitality I, Retaliation
8th   +8 (+1)   +3 (+1)   -2 (+1)   -7 (+1)   +6 (+1)   +6 (+1)   +2   10 Stick and Move II, Footwork
9th   +9 (+1)   +4 (+1)   -1 (+1)   -6 (+1)   +6   +6   +3 (+1)   10 Improved Grapple
10th   +10 (+1)   +5 (+1)   +0 (+1)   -5 (+1)   +7 (+1)   +7 (+1)   +3   10 Evasion

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 (so they can use Rods, like all characters), 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 feature.

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.

Two-Weapon Fighting Restriction

All brawler special attacks (i.e. Jab, Cross, Haymaker, and Counterstrike) are subject to a restriction against the use of two-weapon fighting feats with those special attacks. Brawler special attacks do not consider handedness, and gain no benefits from 'off hand' attacks.

If the Brawler takes these feats they may still use them if they use a weapon in the conventional manner, though such weapons cannot make use of the brawler's special attacks of the Bare Knuckles class feature, or make use of its special damage.

Improved Unarmed Strike (Intrepid Tier)

If you do not already have the Improved Unarmed Strike class feature, you gain it at 6th level. See Improved Unarmed Strike for details on how this works.

Bare Knuckles (Intrepid Tier)

If you do not already have the Bare Knuckles class feature, you gain it at 6th level. See Bare Knuckles for details on how this works. The brawler has access to all of the special attacks listed in that section (i.e., Jab, Cross, and Counterstrike).

Brawler Special Attack Damage (Intrepid Tier)

When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.

Level Jab Cross Haymaker Counterstrike
6th 1d8 2d8 2d12 2d12
7th 1d8 2d8 3d12 2d12
8th 1d8 3d8 3d12 3d12
9th 1d8 3d8 4d12 3d12
10th 1d8 3d8 4d12 3d12

Brutish Strength (Intrepid Tier)

If you do not already have the Brutish Strength class feature, you gain it at 6th level. See Brutish Strength for details on how this works. You only gain this bonus when using one of the permitted brawler class weapons (i.e., Unarmed Strikes, Brass Knuckles, Cestus, or Scizore).

Haymaker (Ex)

At 6th level, the brawler becomes capable of delivering a slower, but vastly more powerful attack against an enemy, adding the final Brawler Special Attack to their repertoire.

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Haymaker (Ex)

At 6th level, the brawler may perform a Haymaker as a Standard Action against a target within reach, or as the first attack (and only the first attack) in a full attack action. If the attack hits, it deals damage equal to the amount listed in the Brawler Special Attack Damage table, plus the brawler's Brutish Strength bonus.

As a standard action, 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. Haymaker can also be used a second time in the same round if the brawler expends an Action Point to gain a standard action, and that action is used to perform a Haymaker.

Abilities that grant additional attacks, such as Cleave or Whirlwind Attack, when led off with a Haymaker, do not deal additional instances of Haymaker, but are instead resolved as Cross attacks if they hit.

Rude Vitality I (Ex)

At 7th level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier). The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.

Retaliation (Ex)

At 7th level, up to once per round, if the brawler provokes an attack of opportunity as a result of their movement, they may make an immediate Counterstrike against the enemy who swung on them as a bonus attack. This Counterstrike does not count against the Brawler's available attacks of opportunity for the round. The brawler may only use this ability if the enemy actually makes their attack of opportunity and hits the brawler. Smart enemies might decide they're better served just letting the Brawler move where ever they want.

The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.

Stick and Move II (Ex)

If you do not already have the Stick and Move class feature, you gain it at 8th level. See Stick and Move I for details on how this works.

If the brawler already has the Stick and Move class feature from any other tier of the Brawler class, they add +2 to the Damage Resistance (DR) provided by that class feature (for example, if the brawler has two tiers of the Brawler class so far, they would now have DR 4/- while this feature is active) beginning at 8th level. In all other ways, this class feature works as described in Stick and Move I.

Footwork (Ex)

At 8th level, brawlers gain the Runner feat as a bonus feat. The brawler loses all benefits of Runner (Feat) if they are wearing heavy armor, using a shield, or carrying a heavy load.

Improved Grapple (Ex)

At 9th level, brawlers gain the Improved Grapple feat as a bonus feat. When a Brawler initiates a Grapple combat maneuver, they may choose whether or not they provoke an attack of opportunity.

Evasion (Ex)

Beginning at 10th 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 not denied their dexterity to AC, is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

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Heroic Brawler (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +11 (+1)   +6 (+1)   +1 (+1)   -4 (+1)   +7   +7   +3   10 (Improved Unarmed Strike), (Bare Knuckles), (Brutish Strength), Brutal Precision
12th   +12 (+1)   +7 (+1)   +2 (+1)   -3 (+1)   +8 (+1)   +8 (+1)   +4 (+1)   10 Rude Vitality II, Sudden Retaliation
13th   +13 (+1)   +8 (+1)   +3 (+1)   -2 (+1)   +8   +8   +4   10 Stick and Move III, Tempered
14th   +14 (+1)   +9 (+1)   +4 (+1)   -1 (+1)   +9 (+1)   +9 (+1)   +4   10 Moving Snatch and Throw
15th   +15 (+1)   +10 (+1)   +5 (+1)   +0 (+1)   +9   +9   +5 (+1)   10 0 Killer Instincts I

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 (so they can use Rods, like all characters), 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 feature.

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.

Two-Weapon Fighting Restriction

All brawler special attacks (i.e. Jab, Cross, Haymaker, and Counterstrike) are subject to a restriction against the use of two-weapon fighting feats with those special attacks. Brawler special attacks do not consider handedness, and gain no benefits from 'off hand' attacks.

If the Brawler takes these feats they may still use them if they use a weapon in the conventional manner, though such weapons cannot make use of the brawler's special attacks of the Bare Knuckles class feature, or make use of its special damage.

Improved Unarmed Strike (Heroic Tier)

If you do not already have the Improved Unarmed Strike class feature, you gain it at 11th level. See Improved Unarmed Strike for details on how this works.

Bare Knuckles (Heroic Tier)

If you do not already have the Bare Knuckles class feature, you gain it at 11th level. See Bare Knuckles for details on how this works. The brawler has access to all of the brawler special attacks (i.e., Jab, Cross, Counterstrike, and Haymaker).

Brawler Special Attack Damage (Heroic Tier)

When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.

Level Jab Cross Haymaker Counterstrike
11th 2d8 3d8 5d12 3d12
12th 2d8 3d8 5d12 3d12
13th 2d8 3d8 6d12 3d12
14th 2d8 3d8 6d12 3d12
15th 2d8 4d8 7d12 4d12

Brutish Strength (Heroic Tier)

If you do not already have the Brutish Strength class feature, you gain it at 11th level. See Brutish Strength for details on how this works. You only gain this bonus when using one of the permitted brawler class weapons (i.e., Unarmed Strikes, Brass Knuckles, Cestus, or Scizore).

Brutal Precision (Ex)

Even the wildest-swinging Brawler has a certain calculated menace to their attacks. Beginning at 11th level, Brawlers auto-confirm critical threats. The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Rude Vitality II (Ex)

At 12th level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier). The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.

Sudden Retaliation (Ex)

If you do not already have the Retaliation class feature, you gain it at 12th level. See Retaliation for details on how this works.

If you already have Retaliation from a previous Brawler experience tier, it improves at 12th level. Retaliation is now usable up to twice per round, and can be used whether the enemy's attack of opportunity hits or misses. The enemy must still actually attempt the attack of opportunity against you, however.

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Stick and Move III (Ex)

If you do not already have the Stick and Move class feature, you gain it at 13th level. See Stick and Move I for details on how this works.

If the brawler already has the Stick and Move class feature from any other tier of the Brawler class, they add +2 to the Damage Resistance (DR) provided by that class feature (for example, if the brawler has three tiers of the Brawler class so far, they would now have DR 6/- while this feature is active) beginning at 13th level. In all other ways, this class feature works as described in Stick and Move I.

Tempered (Su)

At 13th level, the Brawler can endure many damaging attacks with pure, superhuman stamina. If the Brawler takes damage from any attack, spell, or effect that deals damage and offers a Fortitude-based saving throw, that damage 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 Fortitude saving throw, they take only three-quarters (¾) damage from the effect.

Tempered does not provide any protection against non-damaging effects or status conditions caused by the effect, it only reduces the damage portion of the attack (though a successful saving throw will likely mitigate these secondary effects, depending on the effect being saved against).

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Moving Snatch and Throw (Ex)

If you do not already have the Snatch and Throw class feature, you gain it at 14th level. See Snatch and Throw for details on how this works.

If you already have the Snatch and Throw class feature from any other tier of the Brawler class, you may now perform the movement provided by Jab any time you perform a Snatch and Throw attack. In all other ways, this class feature works as described in Snatch and Throw.

Killer Instincts I (Ex)

Beginning at 15th level, once per day as a swift action, the brawler can declare their focus on an enemy creature they can perceive within 30 feet of their space. Until the end of the encounter, or until the creature dies (whichever occurs first), the brawler gains a +1 circumstance bonus to-hit and +2 to damage (as bonus damage) with all attacks made against that creature, as long as they attack that creature at least twice each round (hit or miss), and they are using any of their brawler special attacks (i.e., Jab, Cross, Counterstrike, or Haymaker). While the brawler can make attacks that do not include their focused target, only attacks made against their focused target receive these bonuses. The bonus damage provided by Killer Instincts is not multiplied on a critical hit.

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Undaunted Brawler (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +16 (+1)   +11 (+1)   +6 (+1)   +1 (+1)   +10 (+1)   +10 (+1)   +5   10 0 (Improved Unarmed Strike), (Bare Knuckles), (Brutish Strength), Brutal Combo I, Seize the Initiative
17th   +17 (+1)   +12 (+1)   +7 (+1)   +2 (+1)   +10   +10   +5   10 Rude Vitality III
18th   +18 (+1)   +13 (+1)   +8 (+1)   +3 (+1)   +11 (+1)   +11 (+1)   +6 (+1)   10 Stick and Move IV, Punishing Counterstrikes
19th   +19 (+1)   +14 (+1)   +9 (+1)   +4 (+1)   +11   +11   +6   10 Ground and Pound, Toe to Toe
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +12 (+1)   +6   10 Killer Instincts II

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 (so they can use Rods, like all characters), 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 feature.

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.

Two-Weapon Fighting Restriction

All brawler special attacks (i.e. Jab, Cross, Haymaker, and Counterstrike) are subject to a restriction against the use of two-weapon fighting feats with those special attacks. Brawler special attacks do not consider handedness, and gain no benefits from 'off hand' attacks.

If the Brawler takes these feats they may still use them if they use a weapon in the conventional manner, though such weapons cannot make use of the brawler's special attacks of the Bare Knuckles class feature, or make use of its special damage.

Improved Unarmed Strike (Undaunted Tier)

If you do not already have the Improved Unarmed Strike class feature, you gain it at 16th level. See Improved Unarmed Strike for details on how this works.

Bare Knuckles (Undaunted Tier)

If you do not already have the Bare Knuckles class feature, you gain it at 16th level. See Bare Knuckles for details on how this works. The brawler has access to all of the brawler special attacks (i.e., Jab, Cross, Counterstrike, and Haymaker).

Brawler Special Attack Damage (Undaunted Tier)

When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.

Level Jab Cross Haymaker Counterstrike
16th 2d8 4d8 7d12 4d12
17th 2d8 4d8 8d12 4d12
18th 2d8 4d8 8d12 4d12
19th 2d8 4d8 9d12 4d12
20th 2d8 4d8 9d12 4d12

Brutish Strength (Undaunted Tier)

If you do not already have the Brutish Strength class feature, you gain it at 16th level. See Brutish Strength for details on how this works. You only gain this bonus when using one of the permitted brawler class weapons (i.e., Unarmed Strikes, Brass Knuckles, Cestus, or Scizore).

Brutal Combo I (Ex)

In the early portions of their career, brawlers concentrate on maneuvering among their enemies and delivering the most telling blow possible. Yes, when a Brawler plants their feet and delivers a full attack upon a foe they certainly feel it, but it has never been the brawler's focus. However, after considerable amounts of... 'life experience', brawlers are finally able to 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.

At 16th level, the Brawler becomes adept at injuring foes they strike. If a brawler hits an enemy with two Cross attacks in the same round, they may roll their Jab base damage as precision damage and apply it to the last Cross they landed. This precision damage is the Jab damage dice only, and does not include the Brawler's strength or any other bonuses. Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Seize the Initiative (Ex)

Although not known for being especially quick, once they reach 16th level, Brawlers gain the uncanny ability 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 class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Rude Vitality III (Ex)

At 17th level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier). The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.

Stick and Move IV (Ex)

If you do not already have the Stick and Move class feature, you gain it at 18th level. See Stick and Move I for details on how this works.

If the brawler already has the Stick and Move class feature from any other tier of the Brawler class, they add +2 to the Damage Resistance (DR) provided by that class feature (for example, if the brawler has four tiers of the Brawler class so far, they would now have DR 8/- while this feature is active) beginning at 18th level. In all other ways, this class feature works as described in Stick and Move I.

Punishing Counterstrikes (Ex)

At 18th 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 class feature 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 perform 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 class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Toe to Toe (Ex)

At 19th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest BAB attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-BAB attack).

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Killer Instincts II (Ex)

If you do not already have the Killer Instincts class feature, you gain it at 20th level. See Killer Instincts I for details on how this works.

If you already have the Killer Instincts class feature, you may now use it up to twice per day. Furthermore, the bonus damage dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the Killer Instincts class feature you already have. Bonus damage is not multiplied on a critical hit.

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Valorous Brawler (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +21 (+1)   +16 (+1)   +11 (+1)   +6 (+1)   +13 (+1)   +13 (+1)   +7 (+1)   10 (Improved Unarmed Strike), (Bare Knuckles), (Brutish Strength), Brutal Combo II, Bat Away I
22nd   +21   +16   +11   +6   +13   +13   +7   10 Rude Vitality IV, Aggressive Retaliation
23rd   +22 (+1)   +17 (+1)   +12 (+1)   +7 (+1)   +14 (+1)   +14 (+1)   +8 (+1)   10 Stick and Move V, Burly
24th   +22   +17   +12   +7   +14   +14   +8   10 Junkapult, On The Button
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +15 (+1)   +9 (+1)   10 Killer Instincts III

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 (so they can use Rods, like all characters), 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 feature.

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.

Two-Weapon Fighting Restriction

All brawler special attacks (i.e. Jab, Cross, Haymaker, and Counterstrike) are subject to a restriction against the use of two-weapon fighting feats with those special attacks. Brawler special attacks do not consider handedness, and gain no benefits from 'off hand' attacks.

If the Brawler takes these feats they may still use them if they use a weapon in the conventional manner, though such weapons cannot make use of the brawler's special attacks of the Bare Knuckles class feature, or make use of its special damage.

Improved Unarmed Strike (Valorous Tier)

If you do not already have the Improved Unarmed Strike class feature, you gain it at 21st level. See Improved Unarmed Strike for details on how this works.

Bare Knuckles (Valorous Tier)

If you do not already have the Bare Knuckles class feature, you gain it at 21st level. See Bare Knuckles for details on how this works. The brawler has access to all of the brawler special attacks (i.e., Jab, Cross, Counterstrike, and Haymaker).

Brawler Special Attack Damage (Valorous Tier)

When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.

Level Jab Cross Haymaker Counterstrike
21st 3d8 4d8 10d12 4d12
22nd 3d8 5d8 10d12 5d12
23rd 3d8 5d8 11d12 5d12
24th 3d8 5d8 11d12 5d12
25th 3d8 5d8 12d12 5d12

Brutish Strength (Valorous Tier)

If you do not already have the Brutish Strength class feature, you gain it at 21st level. See Brutish Strength for details on how this works. You only gain this bonus when using one of the permitted brawler class weapons (i.e., Unarmed Strikes, Brass Knuckles, Cestus, or Scizore).

Brutal Combo II (Ex)

If you do not already have the Brutal Combo class feature, you gain it at 21st level. See Brutal Combo I for details on how this works.

If you already have the Brutal Combo class feature from a previous Brawler experience tier, the precision damage it deals when you successfully hit a foe with at least two Cross attacks in the same round increases by one step on the following progression, beginning at 21st level:

JabCrossCounterstrikeHaymaker

For example, if this is the second tier of the Brawler class that you have taken that included the Brutal Combo class feature, you would inflict the base dice damage of a Cross attack as precision damage, added to the damage of your second Cross attack against the target creature this round.

As before, the precision damage dealt is the base dice damage of these attacks only, and does not include the Brawler's strength or any other bonuses. Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.

Bat Away I (Ex)

Beginning at 21st level, after the brawler has been hit by a melee attack, but before the damage is resolved, they may spend their immediate action to make a Might skill check versus the attacking enemy's Maneuver Defense. If the Might check equals or exceeds this target DC, the melee attack deals only half damage to the brawler. If the Might check is less than the target's Maneuver Defense, the attack of opportunity is wasted to no effect.

Rude Vitality IV (Ex)

At 22nd level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier). The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.

Aggressive Retaliation (Ex)

If you do not already have the Retaliation class feature, you gain it at 22nd level. See Retaliation for details on how this works.

If you already have Retaliation from a previous Brawler experience tier, but do not already have the Sudden Retaliation class feature, you gain it at 22nd level.

If you already have both the Retaliation and Sudden Retaliation class features from previous Brawler experience tiers, your ability to retaliate against enemies making attacks of opportunity against you improves again at 22nd level. Retaliation is now usable any time an enemy makes an attack of opportunity against you, regardless of whether the enemy's attack of opportunity hits or misses. The enemy must still actually attempt the attack of opportunity against you, however.

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Stick and Move V (Ex)

If you do not already have the Stick and Move class feature, you gain it at 23rd level. See Stick and Move I for details on how this works.

If the brawler already has the Stick and Move class feature from any other tier of the Brawler class, they add +2 to the Damage Resistance (DR) provided by that class feature (for example, if the brawler has five tiers of the Brawler class so far, they would now have DR 10/- while this feature is active) beginning at 23rd level. In all other ways, this class feature works as described in Stick and Move I.

Burly (Ex)

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 their complexion.

At 23rd level, the brawler gains DR 5/- (5 points of damage reduction against all physical damage types) and ER 5/- (5 points of energy reduction against all energy types) at all times. This stacks with their Stick and Move class feature while it is active.

Junkapult (Ex)

If you do not already have the Snatch and Throw class feature, you gain it at 24th level. See Snatch and Throw for details on how this works.

If you already have Snatch and Throw from a previous Brawler experience tier, but do not already have the Moving Snatch and Throw class feature, you gain it at 24th level.

If you already have both the Snatch and Throw and Moving Snatch and Throw class features from previous Brawler experience tiers, you may now perform Snatch and Throw as an Attack Action instead of a Standard Action. This means you can use it with any attack (or all attacks) in a full attack action, instead of only the first attack of a full attack action. In all other ways, this class feature works as described in Moving Snatch and Throw.

On The Button (Ex)

The Brawler is adept at landing punches, even ones that didn't look like they had much of a prayer.

If you do not already have the Toe to Toe class feature, you gain it at 24th level. See Toe to Toe for details on how this works.

If you already have Toe to Toe from a previous Brawler experience tier, you permanently add an additional +1 to-hit to your third attack in a full attack action (your third-highest BAB attack), and +2 to-hit to your fourth attack in a full attack action (your lowest-BAB attack). These bonuses stack with all other versions of this power (Toe to Toe and Find the Range).

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Killer Instincts III (Ex)

If you do not already have the Killer Instincts I class feature, you gain it at 25th level. See Killer Instincts I for details on how this works.

If you already have Killer Instincts I from a previous Brawler experience tier, but do not already have the Killer Instincts II class feature, you gain it at 25th level.

If you already have both the Killer Instincts I and Killer Instincts II class features from previous Brawler experience tiers, you may now use it once per encounter. Furthermore, the bonus damage dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the Killer Instincts class feature(s) you already have. Bonus damage is not multiplied on a critical hit.

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Mythic Brawler (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +23   +18   +13   +8   +15   +15   +9   10 (Improved Unarmed Strike), (Bare Knuckles), (Brutish Strength), Brutal Combo III, Sucker Punch
27th   +24 (+1)   +19 (+1)   +14 (+1)   +9 (+1)   +16 (+1)   +16 (+1)   +10 (+1)   10 Rude Vitality V, Fear Itself
28th   +24   +19   +14   +9   +16   +16   +10   10 Stick and Move VI, Gliding Steps
29th   +25 (+1)   +20 (+1)   +15 (+1)   +10 (+1)   +17 (+1)   +17 (+1)   +11 (+1)   10 Find the Range
30th   +25   +20   +15   +10   +17   +17   +11   10 Killer Instincts IV

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 (so they can use Rods, like all characters), 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 feature.

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.

Two-Weapon Fighting Restriction

All brawler special attacks (i.e. Jab, Cross, Haymaker, and Counterstrike) are subject to a restriction against the use of two-weapon fighting feats with those special attacks. Brawler special attacks do not consider handedness, and gain no benefits from 'off hand' attacks.

If the Brawler takes these feats they may still use them if they use a weapon in the conventional manner, though such weapons cannot make use of the brawler's special attacks of the Bare Knuckles class feature, or make use of its special damage.

Improved Unarmed Strike (Mythic Tier)

If you do not already have the Improved Unarmed Strike class feature, you gain it at 26th level. See Improved Unarmed Strike for details on how this works.

Bare Knuckles (Mythic Tier)

If you do not already have the Bare Knuckles class feature, you gain it at 26th level. See Bare Knuckles for details on how this works. The brawler has access to all of the brawler special attacks (i.e., Jab, Cross, Counterstrike, and Haymaker).

Brawler Special Attack Damage (Mythic Tier)

When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.

Level Jab Cross Haymaker Counterstrike
26th 3d8 5d8 12d12 5d12
27th 3d8 6d8 13d12 6d12
28th 3d8 6d8 13d12 6d12
29th 3d8 6d8 14d12 6d12
30th 3d8 6d8 14d12 7d12

Brutish Strength (Mythic Tier)

If you do not already have the Brutish Strength class feature, you gain it at 26th level. See Brutish Strength for details on how this works. You only gain this bonus when using one of the permitted brawler class weapons (i.e., Unarmed Strikes, Brass Knuckles, Cestus, or Scizore).

Brutal Combo III (Ex)

If you do not already have the Brutal Combo class feature, you gain it at 26th level. See Brutal Combo I for details on how this works.

If you already have the Brutal Combo class feature from a previous Brawler experience tier, the precision damage it deals when you successfully hit a foe with at least two Cross attacks in the same round increases by one step on the following progression, beginning at 26th level:

JabCrossCounterstrikeHaymaker

For example, if this is the third tier of the Brawler class that you have taken that included the Brutal Combo class feature, you would inflict the base dice damage of a Counterstrike attack as precision damage, added to the damage of your second Cross attack against the target creature this round.

As before, the precision damage dealt is the base dice damage of these attacks only, and does not include the Brawler's strength or any other bonuses. Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.

Sucker Punch (Ex)

Through tireless repetition and drills, the Brawler has learned to slip an extra strike in on their foes.

Beginning at 26th level, when making a full attack action, the Brawler gets one additional attack per round at their highest attack value (the same as their first attack in a full attack). This extra attack does not stack with Haste or any other spell, ability, or magic property that grants bonus attacks during a full attack.

Rude Vitality V (Ex)

At 27th level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier). The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.

Fear Itself (Ex)

Beginning at 27th 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 range of either a melee attack or can reach an object to use with their Snatch and Throw class features.

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Stick and Move VI (Ex)

If you do not already have the Stick and Move class feature, you gain it at 28th level. See Stick and Move I for details on how this works.

If the brawler already has the Stick and Move class feature from any other tier of the Brawler class, they add +2 to the Damage Resistance (DR) provided by that class feature (for example, if the brawler has six tiers of the Brawler class so far, they would now have DR 12/- while this feature is active) beginning at 28th level. In all other ways, this class feature works as described in Stick and Move I.

Gliding Steps (Ex)

The Brawler is adept at being in the right place at all times.

Beginning at 28th level, the Brawler adds ten feet to all of their movement types, whether gained innately, as a class feature, racial trait, from a feat, or via a magic item. Note especially that this adds ten feet to the movement gained from their Jab class feature.

Find The Range (Ex)

The brawler's uncanny ability to score effective punches improves.

If you do not already have the Toe to Toe class feature, you gain it at 29th level. See Toe to Toe for details on how this works.

If you already have Toe to Toe from a previous Brawler experience tier, but do not already have the On the Button class feature, you gain it at 29th level.

If you already have both the Toe to Toe and On the Button class features from previous Brawler experience tiers, you permanently add an additional +1 to-hit to your third attack in a full attack action (your third-highest BAB attack), and +2 to-hit to your fourth attack in a full attack action (your lowest-BAB attack). These bonuses stack with all other versions of this power (Toe to Toe and On the Button).

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Killer Instincts IV (Ex)

If you do not already have the Killer Instincts I class feature, you gain it at 30th level. See Killer Instincts I for details on how this works.

If you already have Killer Instincts I from a previous Brawler experience tier, but do not already have the Killer Instincts II class feature, you gain it at 30th level.

If you already have both the Killer Instincts I and Killer Instincts II class features, but do not already have the Killer Instincts III class feature, you gain it at 30th level.

If you already have Killer Instincts I, Killer Instincts II, and Killer Instincts III from previous Brawler experience tiers, you may now activate it as either a Swift Action or an Immediate Action. Furthermore, the bonus damage dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the Killer Instincts class feature(s) you already have. Bonus damage is not multiplied on a critical hit.

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Legendary Brawler (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +26 (+1)   +21 (+1)   +16 (+1)   +11 (+1)   +18 (+1)   +18 (+1)   +12 (+1)   10 (Improved Unarmed Strike), (Bare Knuckles), (Brutish Strength), Brutal Combo IV, Bat Away II
32nd   +26   +21   +16   +11   +18   +18   +12   10 Rude Vitality VI, Preemptive Retaliation
33rd   +27 (+1)   +22 (+1)   +17 (+1)   +12 (+1)   +19 (+1)   +19 (+1)   +13 (+1)   10 Stick and Move VII, Explosive Power
34th   +27   +22   +17   +12   +19   +19   +13   10 Scrapyard Ballista
35th   +28 (+1)   +23 (+1)   +18 (+1)   +13 (+1)   +20 (+1)   +20 (+1)   +14 (+1)   10 Killer Instincts 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 (so they can use Rods, like all characters), 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 feature.

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.

Two-Weapon Fighting Restriction

All brawler special attacks (i.e. Jab, Cross, Haymaker, and Counterstrike) are subject to a restriction against the use of two-weapon fighting feats with those special attacks. Brawler special attacks do not consider handedness, and gain no benefits from 'off hand' attacks.

If the Brawler takes these feats they may still use them if they use a weapon in the conventional manner, though such weapons cannot make use of the brawler's special attacks of the Bare Knuckles class feature, or make use of its special damage.

Improved Unarmed Strike (Legendary Tier)

If you do not already have the Improved Unarmed Strike class feature, you gain it at 26th level. See Improved Unarmed Strike for details on how this works.

Bare Knuckles (Legendary Tier)

If you do not already have the Bare Knuckles class feature, you gain it at 31st level. See Bare Knuckles for details on how this works. The brawler has access to all of the brawler special attacks (i.e., Jab, Cross, Counterstrike, and Haymaker).

Brawler Special Attack Damage (Legendary Tier)

When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.

Level Jab Cross Haymaker Counterstrike
31st 4d8 7d8 15d12 7d12
32nd 4d8 7d8 15d12 7d12
33rd 4d8 7d8 16d12 8d12
34th 4d8 8d8 16d12 8d12
35th 4d8 8d8 17d12 9d12

Brutish Strength (Legendary Tier)

If you do not already have the Brutish Strength class feature, you gain it at 31st level. See Brutish Strength for details on how this works. You only gain this bonus when using one of the permitted brawler class weapons (i.e., Unarmed Strikes, Brass Knuckles, Cestus, or Scizore).

Brutal Combo IV (Ex)

If you do not already have the Brutal Combo class feature, you gain it at 31st level. See Brutal Combo I for details on how this works.

If you already have the Brutal Combo class feature from a previous Brawler experience tier, the precision damage it deals when you successfully hit a foe with at least two Cross attacks in the same round increases by one step on the following progression, beginning at 31st level:

JabCrossCounterstrikeHaymaker

For example, if this is the fourth tier of the Brawler class that you have taken that included the Brutal Combo class feature, you would inflict the base dice damage of a Haymaker attack as precision damage, added to the damage of your second Cross attack against the target creature this round.

As before, the precision damage dealt is the base dice damage of these attacks only, and does not include the Brawler's strength or any other bonuses. Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.

Bat Away II (Ex)

Beginning at 31st level, after the brawler has been hit by a ranged attack that directly targeted them (i.e. an attack roll was made against the brawler's Armor Class), but before the damage is resolved, they may spend their immediate action to make a Might skill check versus the attacking enemy's Maneuver Defense. If the Might check equals or exceeds this target DC, the ranged attack deals only half damage to the brawler. If the Might check is less than the target's Maneuver Defense, the attack of opportunity is wasted to no effect.

This ability can be used on any ranged attack that includes a to-hit roll against the brawler, including magical rays. It cannot be used to mitigate damage against attacks that include the brawler but have no to-hit roll (such as an area of effect that hits everyone within it).

Rude Vitality VI (Ex)

At 32nd level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier). The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.

Preemptive Retaliation (Ex)

If you do not already have the Retaliation class feature, you gain it at 32nd level. See Retaliation for details on how this works.

If you already have Retaliation from a previous Brawler experience tier, but do not already have the Sudden Retaliation class feature, you gain it at 32nd level.

If you already have both the Retaliation and Sudden Retaliation class features from previous Brawler experience tiers, but do not already have the Aggressive Retaliation class feature, you gain it at 32nd level.

If you have all of the Retaliation, Sudden Retaliation, and Aggressive Retaliation class features from previous Brawler experience tiers, your ability to retaliate against enemies making attacks of opportunity against you improves again at 32nd level. Retaliation can now be used against any enemy that could make an attack of opportunity against you, even if they elect not to make that attack.

The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.

Stick and Move VII (Ex)

If you do not already have the Stick and Move class feature, you gain it at 33rd level. See Stick and Move I for details on how this works.

If the brawler already has the Stick and Move class feature from any other tier of the Brawler class, they add +2 to the Damage Resistance (DR) provided by that class feature (for example, if the brawler has all seven tiers of the Brawler class, they would now have DR 14/- while this feature is active) beginning at 33rd level. In all other ways, this class feature works as described in Stick and Move I.

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. This does not count as having used Haymaker for the round.

Scrapyard Ballista (Ex)

If you do not already have the Snatch and Throw class feature, you gain it at 34th level. See Snatch and Throw for details on how this works.

If you already have Snatch and Throw from a previous Brawler experience tier, but do not already have the Moving Snatch and Throw class feature, you gain it at 34th level.

If you already have both the Snatch and Throw and Moving Snatch and Throw class features from previous Brawler experience tiers, but do not already have the Junkapult class feature, you gain it at 34th level.

If you have all of the Snatch and Throw, Moving Snatch and Throw, and Junkapult class features from previous Brawler experience tiers, your improvised thrown objects now have a range increment of 20 feet (and a maximum range of 100 feet), instead of a range increment of 10 feet. Scrapyard Ballista continues to enjoy the benefits granted by the previous three class features, meaning it is performed as an Attack Action (instead of a Standard Action), and is resolved as a Jab, including the movement portion of the Jab.

Killer Instincts V (Ex)

If you do not already have the Killer Instincts I class feature, you gain it at 35th level. See Killer Instincts I for details on how this works.

If you already have Killer Instincts I from a previous Brawler experience tier, but do not already have the Killer Instincts II class feature, you gain it at 35th level.

If you already have both the Killer Instincts I and Killer Instincts II class features, but do not already have the Killer Instincts III class feature, you gain it at 35th level.

If you already have Killer Instincts I, Killer Instincts II, and Killer Instincts III from previous Brawler experience tiers, but you do not have the Killer Instincts IV class feature, you gain it at 35th level.

If you have all of Killer Instincts I, Killer Instincts II, Killer Instincts III, and Killer Instincts IV, the to-hit bonus granted against your focused target improves to +2 (from +1). Furthermore, the bonus damage dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the Killer Instincts class feature(s) you already have. Bonus damage is not multiplied on a critical hit.

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Apotheotic Brawler (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task, to put it mildly. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.