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[[Image:Brawler_8.png|384px|right|All right.  Let's go.]]
[[Image:Brawler_8.png|584px|right|All right.  Let's go.]]
=== Description ===
=== Description ===



Revision as of 20:32, 10 July 2014

Go back to the Epic Path page.

All right. Let's go.

Description

Heh, yeah, right, an unarmed class. Isn't that what monks are for?

Well, no. Brawlers are not shave-headed weirdos wearing pajamas and house slippers. Brawlers are big meaty dudes and dudettes with hair and bad smells and seriously bad attitudes. They are the rowdy thugs in the local bar, the hard-eyed tough guys on the docks, heck, even the no-nonsense barmaids who will slap your rude hands right off the ends of your arms if you get fresh one more time, buster! Brawlers are genuine martial artists, able to take a punch and more than able to give a punch back. Brawlers may not be throwing as many punches as one of those dragon-tattooed fancy-boys, but they have solid footwork, will not hesitate to punch you right in the family jewels, and if they want to, they can knock a mouthy camel out in one hit.

So if you have ever wanted to play a solid, no-nonsense, punching and roaring bare-knuckled beast, this is the class for you. Give it a try!


Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average: 105 gp)

Class Skills: The brawler's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int modifier.


Table: Brawler

Level BAB Fort Refl Will Jab Cross Haymaker Counterstrike Special
1st +1 2 2 0 1d8 2d8 - - Jab, Cross, Brutish Strength, Imp. Unarmed Strike, Bare Knuckles
2nd +2 3 3 0 1d8 2d8 - - Thick-Skinned, Power Attack
3rd +3 3 3 1 1d8 2d8 - - Evasion, Stick and Move 1/-
4th +4 4 4 1 1d8 2d8 - - Double-Over, Eyes on the Target, Pugilist +1
5th +5 4 4 1 1d8 2d8 - - Gut Punch, Impulsive Smash
6th +6/+1 5 5 2 1d8 2d8 - - Stick and Move 2/-
7th +7/+2 5 5 2 1d8 2d8 2d12 - Haymaker 2d12, Rude Vitality I
8th +8/+3 6 6 2 1d8 2d8 2d12 - Brutal Precision, Pugilist +2
9th +9/+4 6 6 3 1d8 2d8 3d12 - Improved Grapple, Stick and Move 3/-, Haymaker 3d12
10th +10/+5 7 7 3 1d8 2d8 3d12 - Smack Down, Fear Itself
11th +11/+6/+1 7 7 3 1d8 2d8 4d12 2d12 Counterstrike, Haymaker 4d12
12th +12/+7/+2 8 8 4 1d8 2d8 4d12 2d12 Stick and Move 4/-, Pugilist +3
13th +13/+8/+3 8 8 4 1d8 2d8 5d12 2d12 Tempered (fort saves), Haymaker 5d12
14th +14/+9/+4 9 9 4 1d8 3d8 5d12 3d12 Uppercut, Cross 3d8, Rude Vitality II
15th +15/+10/+5 9 9 5 1d8 3d8 6d12 3d12 Stick and Move 5/-, Haymaker 6d12
16th +16/+11/+6/+1 10 10 5 1d8 3d8 6d12 3d12 Pugilist +4, Seize the Initiative
17th +17/+12/+7/+2 10 10 5 2d8 3d8 7d12 3d12 Aggressive Combat Positioning, Jab 2d8, Haymaker 7d12
18th +18/+13/+8/+3 11 11 6 2d8 3d8 7d12 3d12 Ground and Pound, Stick and Move 6/-
19th +19/+14/+9/+4 11 11 6 2d8 3d8 8d12 3d12 Haymaker 8d12
20th +20/+15/+10/+5 12 12 6 2d8 3d8 8d12 3d12 Punishing Counterstrikes, Pugilist +5

Class Abilities

Weapon and Armor Proficiency

Brawlers are not proficient with any weapons except unarmed strikes. Brawlers are proficient with all light and medium armor, but cannot use shields. When wearing heavy armor, a shield or carrying a heavy load, the Brawler loses many of his best abilities. So don't do that.


Two-Weapon Fighting Restriction (Ex)

Brawlers gain no benefits from 2-weapon fighting feats. Not that they need them. Note: A brawler gains no weapon proficiencies from his class, but if he wishes he may still take proficiency in a weapon by expending a feat, just as anyone else may. This is the only way Brawlers may gain a ranged attack, so its an option to consider. That Exotic Weapon:Shotput feat suddenly doesn't look half bad....


Bare Knuckles (Su)

Brawlers attack with their fists, and only with their fists. They can never gain magical enhancement bonuses or weapon properties on their fists from any source. A brawler may, as any other character, expend a feat to gain proficiency with a normal weapon and wield at 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. In addition, in order to make full attacks using Unarmed Strike, the Brawler must have both hands empty of any held objects. The Brawler may make standard action attacks with an object held in either hand, as long as one hand is empty.


Improved Unarmed Strike (Ex)

Brawlers gain the Improved Unarmed Strike feat for free at 1st level. No Brawler attack ever provokes an attack of opportunity simply because she is unarmed. Furthermore, the Brawler is adept at striking with either hand, and never takes any penalties for making attacks with his fists.


Brutish Strength (Su)

A Brawler's unarmed attacks gain strength bonuses to damage per die of the attack. Thus, a 2d8 Jab receives Str bonus damage twice, a 3d8 Cross receives Str bonus damage three times, a 3d12 Counterstrike receives Str bonus damage three times, and an 8d12 Haymaker receives Str bonus damage eight times. Because of this bonus, Brawlers never increase their Str damage as a result of a critical hit. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Fleet (Ex)

Brawlers may take the "Fleet" feat, and may make use of its benefits as though they were wearing light or no armor, even when wearing medium armor. The brawler does not gain the benefits of the Fleet feat if they are wearing heavy armor, a shield or carrying a heavy load.


Pugilist (Ex)

Brawlers gain an enhancement bonus to-hit and to damage with their unarmed attacks equal to +1 beginning at level 4, and increasing by +1 every 4 levels thereafter, up to a +5 at level 20. Note that even if the game progresses to epic levels, this does not improve beyond +5 at level 20. This bonus allows them to affect targets as if their hands are magic weapons. In addition, a brawler's fists are treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. As always, enhancement bonuses do not stack, but the brawler may choose which bonus he wants to use. Note that items which grant weapon properties (such as the Amulet of Mighty Fists) will not work with a brawlers fists.


Thick Skinned (Ex)

Beginning at 2nd level, Brawlers gain half their CON mod (round down) to their AC. This AC bonus is untyped and stacks with any other sources of armor the brawler may acquire, although it does not apply to touch attacks. Note that the Thick Skinned armor bonus is retained even when the brawler is flat-footed or otherwise loses his Dex bonus to AC.


Evasion (Ex)

Beginning at 3rd level, the Brawler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the brawler is wearing medium armor, light armor or no armor and not carrying a heavy load or using a shield. A helpless brawler does not gain the benefits of evasion.


Stick and Move (Ex) (Stance)

Beginning at 3rd level, while the Brawler is in his Stick and Move fighting stance he gains DR 1/-. This DR increases by 1 every third level thereafter to a maximum of +6 at 18th. This ability is only active during combat and requires the brawler to enter and maintain the stance. See the rules for stances.


Eyes on the Target (Ex)

Brawlers may not be sophisticated artists, but they are unmatched at keeping a gimlet gaze fixed unerringly on their foes in battle. Beginning at 4th level, at any time while their Stick and Move stance is up and running, the Brawler may add their brawler level to perception rolls to target foes who are hidden, concealed, stealth-ed, etc. If they make their perception roll, they ignore any miss chances and may engage in combat normally. This bonus to perception cannot be used for any other purpose than targeting a foe. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Impulsive Smash (Su)

Beginning at 5th level, Brawlers may ignore an amount of hardness on sunder maneuvers made with their hands equal to their brawler level. Yes, a high level Brawler can indeed smash boulders with his bare knuckles, so don't take that bar bet unless you're willing to buy rounds all night.


Rude Vitality (Ex)

At 7th level, and every seven levels thereafter, the Brawler gains a permanent bonus Stat point. This must be spent on Str, Dex, or Con, and no more than two Rude Vitality points may be spent on any one of these. These are separate from the stat points all classes gain from level advancement and stack with them in all ways.


Brutal Precision (Ex)

Even the wildest-swinging Brawler has a certain calculated menace to his attacks. Beginning at 8th level, Brawlers auto-confirm critical threats. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Fear Itself (Su)

Beginning at 10th level, if the Brawler succeeds on a Will save against a fear effect, he may make an immediate opportunity attack against the enemy that caused the effect if they are within melee reach of the brawler. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Counterstrike (Su)

Beginning at 11th 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+2xStr. This damage increases to 3d12+3xStr at level 14, etc. (See Table: Brawler) The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Tempered (Su)

At 13th level, the Brawler can endure even surprising and unseen attacks with superhuman stamina. If the Brawler takes damage while flatfooted or unaware of the attack, such as during a surprise round, from a trap, or from a sneak attack delivered from stealth, the damage he takes is halved after his defenses (if any) are applied. Tempered does not apply to attacks delivered from a flank, unless you are flatfooted via some other mechanism. Tempered can only reduce the damage from attacks one time per round. 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. Note that a brawler can deliberately 'drop his guard' and declare himself to be flatfooted. See the flatfooted condition for details.


Seize the Initiative (Ex)

Although not unusually quick most of the time, once they reach 16th level Brawlers gain the uncanny ability, once per day, to seize the initiative in a fight. Once per day, after the referee begins to count down the initiative for the first time in a given encounter, the brawler may declare that their initiative is one higher than that of any single foe they are facing. Once chosen, their initiative is moved to that spot in the order. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Aggressive Combat Positioning (Ex)

At 17th level, any time the brawler incurs an attack of opportunity as a result of the brawler's movement, the brawler may make an immediate Counterstrike against the enemy who swung on him. This Counterstrike does not count against the Brawler's available opportunity attacks for the round. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load. The brawler may only use this ability if the enemy actually takes their attack of opportunity. Smart enemies might decide they're better served just letting the Brawler move where ever he wants.


Ground and Pound (Ex)

At 18th level, when a brawler begins his turn in control of a grapple, he can make a damage action using any of his unarmed attacks as a swift action once per round. This swift action is a free attack and does not count against his attacks per round limits. The brawler loses use of this ability if he is 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. This use of a Haymaker does not count against his attacks per round limits.


Brawler Unarmed Attacks

The brawler gets a selection of attacks beginning at level 1, and gains new attacks at higher levels. Attacks marked with an asterisk (*) may only be used once per round, and this use must be declared before the attack roll is made (these attacks are: Double-Over, Gut Punch, Smack Down, Uppercut and Haymaker). Other than that limitation, the brawler may use any of these attacks as often as he likes, provided he has sufficient actions to do so. All attacks are standard attacks and may be used as part of a full attack action, except where noted (see Haymaker).

Jab

Beginning at level 1, the brawler may make a jab attack that incorporates quick footwork. As part of this attack, the brawler may move up to 10 feet before and/or after the attack whether or not the attack hits. The brawler may move up to ten feet before the attack roll is made, or the brawler may move five feet, attack, and move another five feet, or the brawler may attack and then move up to ten feet. Jabs which successfully hit deal 1d8 + STR mod damage. This damage increases to 2d8 + 2xSTR mod damage at level 17. Note that this movement is part of the attack, not a move action. This movement provokes opportunity attacks as per normal movement. Jab may only be used to make an attack against an opponent, and the target must be within the brawler's melee reach at some point during the 10 feet of jab's movement, or else the brawler may not use jab. (That is, you can't use jab just to get extra movement if there are no targets available to actually jab at.) This attack may be used multiple times per round if the brawler has enough actions/attacks to do so, and gains the ten feet of movement each time.

Cross

At 1st level, the brawler may use Cross as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage. This damage increases to 3d8 + 3xSTR mod at level 14. This attack may be used multiple times per round if the brawler has enough actions/attacks to do so. This attack may also be used when the brawler makes attacks of opportunity.

Double-Over*

At 4th level, the brawler may use Double-Over to make a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a FORT save vs. (DC 10 + half Brawler level + DEX mod) or become Flat-Footed. The target recovers as a free action at the start of its next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Gut Punch, Haymaker, Smack Down or Uppercut attack this round.

Gut Punch*

At 5th level, the brawler may use Gut Punch as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a FORT save vs. (DC of 10 + half Brawler level + DEX mod) or become Sickened. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Haymaker, Smack Down or Uppercut attack this round.

Haymaker*

At 7th level, the brawler may use Haymaker as a melee attack against a target within reach. If the attack hits, it deals damage equal to the amount listed in the table above, adding the appropriate multiple of the Brawler's STR mod, as with all his melee attacks. This attack may not be used more than once per round (see 'Ground and Pound' and 'Punishing Counterstrikes' for exceptions), and may not be used if the brawler has already performed a Double-Over, Gut Punch, Smack Down or Uppercut attack this round.

Smack Down*

At 10th level, the brawler may use Smack Down as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a REFL save vs. (DC of 10 + half Brawler level + DEX mod) or be knocked Prone. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Uppercut this round.

Counterstrike

At 11th level, the brawler may use Counterstrike instead of Cross for his attacks of opportunity. If Counterstrike hits, it deals damage equal to the amount listed in the table above, adding the appropriate multiple of the Brawler's STR mod, as with all his melee attacks. This attack may only be used for attacks of opportunity, and may not be used as part of a normal attack action. It may be used as many times per round as the brawler's available opportunity attacks (typically 1, unless he has combat reflexes).

Uppercut*

At 14th level, the brawler may use Uppercut as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a REFL save vs. DC of (10 + half Brawler level + DEX mod) or be Rattled. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Smack Down attack.

Punishing Counterstrikes

At 20th level, the brawler may use a Haymaker for one of his attacks of opportunity each round. This ability may be used even if the brawler has already used Double-Over, Gut Punch, Haymaker, Smackdown or Uppercut this round.


Brawler Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!


Punchin' and Duckin' Build

Human, base stats: Str 20, Dex 13, Con 16, int 10, Wis 10, Chr 8.

Example Feats

Level 1: Combat Reflexes, Weapon Focus: Unarmed. Just because you're not a monk doesn't mean you're uneducated in breaking faces.

Level 3: Step Up. Combined with jab, this makes you startlingly good at footwork on the battlefield.

Level 5: Following Step. Man! Watch those feet move!

Level 7: Step up and Strike. Your Attacks of Opportunity hurt a lot, and you get plenty of them. So here's a way to dish even more.

Level 9: Desperate battler. You have great mobility, so be sure to stay away from your friends for this tasty bonus.

Level 11: Dodge. Armor class is always useful.

Level 13: Mobility. More Armor Class versus Attacks of Opportunity. You NEED this.

Level 15: Sidestep. Even MORE awesome footwork. It's like you're dancin'!

Level 17: Endurance. Seriously? Endurance? At THIS level? Blech!

Level 19: Drunken Brawler. Oh, so THAT's what the Endurance is for. Yikes, that's rather awesome....


Epic Brawler

Table: Epic Brawler

Level BAB Fort Refl Will Jab Cross Haymaker Counterstrike Special
21st +21/+16/+11/+6 13 13 7 2d8 4d8 9d12 4d12 Brutal Combo I, Rude Vitality III
22nd +21/+16/+11/+6 13 13 7 2d8 4d8 9d12 4d12 Burly
23rd +22/+17/+12/+7 14 14 8 2d8 4d8 10d12 4d12 Haymaker 10d12, On the Button
24th +22/+17/+12/+7 14 14 8 3d8 4d8 10d12 4d12 Bat Away
25th +23/+18/+13/+8 15 15 9 3d8 4d8 11d12 4d12 Haymaker 11d12, Sucker Punch
26th +23/+18/+13/+8 15 15 9 3d8 4d8 11d12 4d12 Brutal Combo II
27th +24/+19/+14/+9 16 16 10 3d8 5d8 12d12 5d12 Core Like the Earth, Haymaker 12d12
28th +24/+19/+14/+9 16 16 10 3d8 5d8 12d12 5d12 Rude Vitality IV
29th +25/+20/+15/+10 17 17 11 3d8 5d8 13d12 5d12 Haymaker 13d12, Find the Range
30th +25/+20/+15/+10 17 17 11 3d8 5d8 13d12 5d12 Gliding Steps
31st +26/+21/+16/+11 18 18 12 3d8 6d8 14d12 6d12 Explosive Power, Haymaker 14d12
32nd +26/+21/+16/+11 18 18 12 4d8 6d8 14d12 6d12 Brutal Combo III
33rd +27/+22/+17/+12 19 19 13 4d8 7d8 15d12 7d12 Haymaker 15d12
34th +27/+22/+17/+12 19 19 13 4d8 7d8 15d12 7d12 Brutal Combo IV
35th +28/+23/+18/+13 20 20 14 4d8 8d8 16d12 8d12 Haymaker 16d12, Rude Vitality V
36th Apotheosis!

Epic Class Abilities

Brutal Combos (Ex)

For years of their career, Brawlers concentrate on maneuvering among their enemies and delivering the most telling blow possible. Yes, when a Brawler plants his feet and delivers a full attack upon a foe they certainly feel it, but it has never been the Brawlers focus. However, in the latter portions of their career, Brawlers rectify that lack. They begin to appreciate the power of massed punches, the savage power and flowing rhythm of combination blows, and begin to balance out their footwork with pure, bludgeoning power. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Brutal Combo I: Fast Combo (Ex)
At 21st level, the Brawler becomes adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Jab damage as bonus damage and apply it to the last Cross he landed. This bonus damage is the Jab damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.


Brutal Combo II: Ripping Cross (Ex)
At 26th level, the Brawler becomes even more adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Cross damage as bonus damage and apply it to the last Cross he landed. This bonus damage is the Cross damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.


Brutal Combo III: Tearing Counter (Ex)
At 32nd 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 34th 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.


Rude Vitality (Ex)

The Brawler's Rude Vitality ability continues to grant him bonus Stat points at 21st, 28th and 35th levels.


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 her complexion. At 22nd level, add her Thick-Skinned bonus to the DR/- she gains from her Stick and Move stance. You're still hitting her. She just doesn't care.


On the Button (Ex)

The Brawler is adept at landing punches, even ones that didn't look like they had much of a prayer. Starting at 23rd level, when the Brawler performs a full attack, add +1 to-hit to his attack with the third highest BAB, and add +3 to hit with his attack with the lowest BAB. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


Bat Away (Su)

Beginning at 24th level, once per round, the Brawler may elect to forgo one attack. This may be one attack from a full attack, an attack made as a standard action, or an attack granted by items, feats, or spells. This may not be applied to an opportunity attack or a bonus attack. When the attack is forgone, no roll is made and the attack grants no effects and does no damage. This attack is then 'banked', and the player should record the BAB 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 BAB and this number becomes his Armor Class for determining whether the attack hit or missed the Brawler. If the enemy's attack roll is not higher than the total of the Brawler's 'bat away' 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 25th 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 29th level, when the Brawler performs a full attack, add +1 to-hit to his attack with the second highest BAB, and add +3 to hit with his attack with the third highest BAB, and add +5 to hit with his attack with the lowest BAB. This ability replaces On the Button, it does not stack with it.


Gliding Steps (Ex)

The Brawler is adept at being in the right place at all times. Beginning at 30th level, the Brawler converts his Thick-Skinned AC bonus to a Dodge bonus. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load. Note that this ability overwrites Thick-Skinned, it does not stack with it. Note that if the Brawler loses his Gliding Steps ability because he is wearing Heavy armor, a shield, or is heavily encumbered, he still retains his Thick-Skinned bonus. The Gliding Steps bonus is also added to the Brawler's total DR just as the Thick-Skinned bonus is for the class ability of Burly.


Explosive Power (Ex)

Beginning at 31st 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.