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''Go back to [[Reese%27s_Campaign | Reese's Campaign]] page.''
[[Category:Epic Path]][[Category:Character Classes]][[Category:Brawler]]
[[Image:Brawler_8.png|400px|right|BAM! On the button!]]
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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.


[[Image:Epic_Brawler.jpg|384px|right|Put up yer dukes, ya scumbag.]]
'''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.
=== Description ===


Heh, yeah, right, an unarmed class. Isn't that what monks are for?  
'''Alignment:''' Any.
 
'''Hit Die:''' d8.
 
'''Starting Wealth:''' 250 gp
 
=====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.
 
<div style="color:#734f96">
:* '''Melee To-Hit:''' Base Attack Bonus (BAB) + Strength Modifier
:* '''Ranged To-Hit:''' Base Attack Bonus (BAB) + Dexterity Modifier
</div>
 
=====Base Weapon Damage:=====
:Brawlers primarily use their bare hands (unarmed strike) for their damage, though they can use a few weapons (see [[#Bare_Knuckles_.28Ex.29|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_.28Ex.29|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|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_.28Ex.29|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, and haymaker).  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.
 
<div style="color:#734f96">
:* '''Armor Class:''' 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus <small>''(if any)''</small> + Racial Size Modifier <small>''(if any)''</small>
</div>
 
=====Maneuver Defense:=====
:A brawler's maneuver defense is calculated normally.  Note, however, that brawlers cannot equip a shield without losing access to their brawler special attacks (i.e. jab, cross, and haymaker).  As a result, while a brawler ''can'' enhance their maneuver defense 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.
 
<div style="color:#734f96">
:* '''Maneuver Defense:''' 10 + &frac12; Character Level <small>''(round down)''</small> + Strength Modifier + Dexterity Modifier <strike>+ Shield Bonus</strike> + Size Modifier
</div>
 
=====Skills:=====
: Brawlers get <span style="color:#734f96">'''''6 + Int modifier'''''</span> skill ranks per Brawler [[class level]].
 
<div style="margin-left:1.5em">
:* '''Bailiwick Skill:''' [[Warfare]]
:: Your bailiwick skill is always considered a [[Natural Talent]] skill, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
:* '''Linked Skill:''' [[Knowledge (Engineering)]]
:: You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill.  Remember that you can never place more skill ranks into a skill than your [[character level]]. Your Linked skill, as a [[Knowledge]] skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
 
:* '''Natural Talent:'''
:: You may choose one skill (in addition to your Bailiwick skill) to be a [[Natural Talent]] at 1st level, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
:: 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 [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]]. Because ''natural talents'' are gained at particular character 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.
 
:* '''Suggested Skills:'''
:: The following skills may be somewhat more applicable or useful to this class than others.  This list is by no means intended to limit which skills you choose for your character.  Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead.  These are ''just'' suggestions.
:::* [[Escape Artist]]
:::* [[Movement]]
:::* [[Sleight of Hand]]
</div>
 
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== 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_.28Levels_1_-_5.29|Courageous Brawler (Levels 1 - 5)]] class tier table, below.
 
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|-
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Fort || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Ref || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Will || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Favored Class Feature
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk
|-
! align="center" | Fav
| &emsp; +0 || &emsp; -5 || &emsp; -10 || &emsp; -15 || &emsp; +2 || &emsp; +2 || &emsp; +0 || &emsp; 10 || [[#Natural_Born_Scrapper_.28Ex.29|Natural Born Scrapper]]
|}


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 backBrawlers 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.
=== Natural Born Scrapper (Ex) ===
If brawler is your favored class, you may add a +1 [[circumstance bonus]] to hit with any of your Special Brawler Attacks (i.e. Jab, Cross, and Haymaker)Circumstance bonuses always stack with other circumstance bonuses.


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!
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== Courageous Brawler (Levels 1 - 5) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|Brawler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|brawler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Class Features
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 1st
| &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; -9 <sup>''(+1)''</sup> || &emsp; -14 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; +2 || &emsp; +0 || &emsp; 10 || [[#Improved_Unarmed_Strike_.28Ex.29|Improved Unarmed Strike]], [[#Bare_Knuckles_.28Ex.29|Bare Knuckles]] <small>([[#Jab_.28Ex.29|Jab]] and [[#Cross_.28Ex.29|Cross]])</small>, [[#Brutish_Strength_.28Ex.29|Brutish Strength]],
|-
! align="center" | 2nd
| &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -8 <sup>''(+1)''</sup> || &emsp; -13 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +0 || &emsp; 10 || [[#Thick_Skinned_.28Ex.29|Thick-Skinned]]
|-
! align="center" | 3rd
| &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; -12 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +3 || &emsp; +1 <sup>''(+1)''</sup> || &emsp; 10 || [[#Stick_and_Move_I.28Ex.29|Stick and Move I]], [[#Power_Attack_.28Ex.29|Power Attack]]
|-
! align="center" | 4th
| &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; -11 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +1 || &emsp; 10 || [[#Snatch_and_Throw_.28Ex.29|Snatch and Throw]]
|-
! align="center" | 5th
| &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; -10 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; +4 || &emsp; +1 || &emsp; 10 || [[#Eyes_on_the_Target_I_.28Ex.29|Eyes on the Target I]]
|-
|}


'''Alignment:''' Any.
{{ClassProficiency|Brawler}}
 
=== Improved Unarmed Strike (Ex) ===
Brawlers gain the [[Unarmed Strike, Improved (Feat)|Improved Unarmed Strike]] feat as a bonus feat at 1st level, however it does not provide any benefits to them, except as a prerequisite for other feats.  (This is because the Brawler's special attacks inflict considerably more damage than this feat grants.)
 
=== 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 (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], and [[Scizore (Weapon)|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|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 bonus]]es 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_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], or [[#Haymaker_.28Ex.29|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, 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.
 
When a brawler performs a [[Combat Maneuvers|combat maneuver]], they deal the base (dice-only) damage of their Cross attack for their current Brawler class level with the maneuver, unless they have feats, items, or abilities that specifically increase their damage with combat maneuvers.
 
<div style="margin-left:1.5em">
==== Brawler Special Attacks ====
At level 1, the brawler gains access to their Jab and Cross brawler special attacks. They gain access to the [[#Haymaker_.28Ex.29|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, [[Light_Melee_Weapons#Unarmed_Strike | Unarmed Attack]], [[Light_Melee_Weapons#Brass_Knuckles | Brass Knuckles]], [[Light_Melee_Weapons#Cestus | Cestus]], and [[1-Hand_Melee_Weapons#Scizore | Scizore]]).
 
<div style="margin-left:2em;">
{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=Jab (Ex)|
At 1st level, the brawler may make a jab as an [[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.


'''Hit Die:''' d8.
* A Jab that successfully hits deals damage equal to the amount listed in the [[#Brawler_Special_Attack_Damage|Brawler Special Attack Damage]] table, plus the brawler's [[#Brutish_Strength_.28Ex.29|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 an 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).
* Like spending an attack action to gain a [[5-Foot_Step#Trade_Away_Attacks_From_A_Full_Attack_Action|bonus 5-foot step]], the brawler may use their worst remaining attack action to perform their Jab (if they wish), and they can do so at any point during their turn, even prior to using their higher attack values for the round.
}}


'''Starting Wealth:''' Each character begins play with basic (non-armor) clothing worth 10 gp or less.
{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=Cross (Ex)|
At 1st level, the brawler may use Cross as an [[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|Brawler Special Attack Damage]] table, plus the brawler's [[#Brutish_Strength_.28Ex.29|Brutish Strength]] bonus. As an attack action, Cross may be used as many times per round as the brawler has attacks.  


'''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).
This attack is also used when the brawler performs attacks of opportunity.
}}
</div>


'''Skill Ranks per Level:''' 4 + Int modifier.
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.


=== Table: Brawler ===
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
{| border="1" cellpadding="5" style="text-align:center"
|- style="{{class-gradient|brawler}}"
! Level || width="125" | BAB || Fort || Refl ||  Will || Jab || Cross || width="100" | Haymaker || width="100" | Counterstrike || width="400" | Special
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker
|-
|-
! 1st
! 1st
| +1 || 2 || 2 || 0 || 1d8 || 2d8 || - || - || Align="Left" | Jab, Cross, Brutish Strength, Imp. Unarmed Strike
| 1d6 || 2d8 || -
|-
|-
! 2nd
! 2nd
| +2 || 3 || 3 || 0 || 1d8 || 2d8 || - || - || Align="Left" | Thick-Skinned, Power Attack
| 1d6 || 2d8 || -
|-
|-
! 3rd
! 3rd
| +3 || 3 || 3 || 1 || 1d8 || 2d8 || - || - || Align="Left" | Evasion, Roll With It 1/-
| 1d6 || 2d8 || -
|-
|-
! 4th
! 4th
| +4 || 4 || 4 || 1 || 1d8 || 2d8 || - || - || Align="Left" | Double-Over, Eyes on the Target, Pugilist +1
| 1d6 || 2d8 || -
|-
|-
! 5th
! 5th
| +5 || 4 || 4 || 1 || 1d8 || 2d8 || - || - || Align="Left" | Gut Punch, Impulsive Smash
| 1d6 || 2d8 || -
|}
 
==== A Note On Base Weapon Damage ====
Brawlers who acquire additional [[base weapon damage]], either through feats, magic items, magic weapon properties, etc., calculate this damage the same way any other class does.  The brawler special attack damage '''''does not''''' alter the way base weapon damage works for the brawler.  Namely, the additional base weapon damage is multiplied by the experience tier of the character's total level (not brawler class level).  I.e., at levels 1-5, the additional base weapon damage is the same as listed.  At levels 6-10, it is doubled; at levels 11-15, it is tripled; at 16-20, it is quadrupled, etc.
 
:'''''Example:''' If the brawler puts the [[Impact_(Melee_Weapon_Magic_Property)|Impact]] magic weapon property on a pair of brass knuckles (a weapon that the brawler can use and still perform their special brawler attacks), they gain +2 base weapon damage with all of their attacks.  At levels 1-5, this is just +2 additional damage (though it is multiplied on a critical hit).  At levels 6-10, it adds +4 damage to all successful attacks.  At levels 11-15, it adds +6; at levels 16-20, it adds +8; at levels 21-25, it adds +10; at levels 26-30, it adds +12; and at levels 31 and higher, it adds +14 damage to all successful attacks.  This is exactly the same progression as this property would provide to any other character class.''
</div>
 
=== Brutish Strength (Ex) ===
A Brawler's unarmed strikes, or attacks they make with their special class weapons ([[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], and [[Scizore (Weapon)|Scizore]]), add the brawler's strength modifier to the damage dealt per each die of the attack.  Thus, a 2d6 Jab adds double the brawler's Strength modifier to the damage, a 3d8 Cross 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.
 
=== 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 {{dmg|primal}} 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, Brawlers gain the [[Throw Anything (Feat)|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_.28Ex.29|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. 
 
The Brawler may also apply any to-hit bonuses they would normally apply to their ''Jab'' attacks to any object they throw using ''Snatch and Throw''.  This means the only difference in to-hit numbers between the Brawler's normal melee attacks and an improvised thrown weapon is that the thrown weapon uses the Brawler's '''Dexterity''' modifier instead of their '''Strength''' modifier.
 
=== Eyes on the Target I (Ex) ===
At 5th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack).  These bonuses are treated as [[Circumstance Bonus]]es, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the ''Eyes on the Target'' class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).
 
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) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|Brawler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|brawler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Class Features
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 6th
| &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; -9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; 10 || <small>''([[#Improved_Unarmed_Strike_.28Intrepid_Tier.29|Improved Unarmed Strike]]), ([[#Bare_Knuckles_.28Intrepid_Tier.29|Bare Knuckles]]), ([[#Brutish_Strength_.28Intrepid_Tier.29|Brutish Strength]]),''</small> [[#Haymaker_.28Ex.29|Haymaker]]
|-
! align="center" | 7th
| &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -8 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; +5 || &emsp; +2 || &emsp; 10 || [[#Rude_Vitality_I_.28Ex.29|Rude Vitality I]]
|-
! align="center" | 8th
| &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; 10 || [[#Stick_and_Move_II_.28Ex.29|Stick and Move II]], [[#Footwork_.28Ex.29|Footwork]]
|-
! align="center" | 9th
| &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +6 || &emsp; +3 <sup>''(+1)''</sup> || &emsp; 10 || [[#Improved_Grapple_.28Ex.29|Improved Grapple]]
|-
! align="center" | 10th
| &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; 10 || [[#Evasion_.28Ex.29|Evasion]], [[#Eyes_on_the_Target_II_.28Ex.29|Eyes on the Target II]]
|-
|}
 
{{ClassProficiency|Brawler}}
 
=== 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_.28Ex.29|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_.28Ex.29|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_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], and [[#Haymaker_.28Ex.29|Haymaker]]).
 
<div style="margin-left:1.5em">
==== 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, 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.
 
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker
|-
|-
! 6th
! 6th
| +6/+1 || 5 || 5 || 2 || 1d8 || 2d8 || - || - || Align="Left" | Roll With It 2/-
| 2d6 || 2d8 || 4d12
|-
|-
! 7th
! 7th
| +7/+2 || 5 || 5 || 2 || 1d8 || 2d8 || 2d12 || - || Align="Left" | Haymaker 2d12, Rude Vitality I
| 2d6 || 2d8 || 4d12
|-
|-
! 8th
! 8th
| +8/+3 || 6 || 6 || 2 || 1d8 || 2d8 || 2d12 || - || Align="Left" | Brutal Precision, Pugilist +2
| 2d6 || 2d8 || 4d12
|-
|-
! 9th
! 9th
| +9/+4  || 6 || 6 || 3 || 1d8 || 2d8 || 3d12 || - || Align="Left" | Improved Grapple, Roll With It 3/-, Haymaker 3d12
| 2d6 || 2d8 || 4d12
|-
|-
! 10th
! 10th
| +10/+5 || 7 || 7 || 3 || 1d8 || 2d8 || 3d12 || - || Align="Left" | Smack Down, Fear Factor
| 2d6 || 2d8 || 4d12
|}
</div>
 
=== Brutish Strength (Intrepid Tier) ===
If you do not already have the Brutish Strength class feature, you gain it at 6th level. See [[#Brutish_Strength_.28Ex.29|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 Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], or [[Scizore (Weapon)|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.
 
<div style="margin-left:1.5em">
{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=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_.28Intrepid_Tier.29|Brawler Special Attack Damage]] table, plus the brawler's [[#Brutish_Strength_.28Ex.29|Brutish Strength]] bonus.
 
As a standard action, Haymaker may only be used once per round (see '[[#Ground_and_Pound_.28Ex.29|Ground and Pound]]' and '[[#Punishing_Counterstrikes_.28Ex.29|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 Points|Action Point]] to gain a [[standard action]], and that action is used to perform a Haymaker. 
 
Abilities that grant additional attacks, such as [[Whirlwind Attack]], when led off with a Haymaker, do '''not''' deal additional instances of Haymaker, but are instead resolved as [[#Cross_.28Ex.29|Cross]] attacks if they hit.
}}
</div>
 
=== 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.
 
=== 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_.28Ex.29|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)|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 Combat Maneuvers (Feat)|Improved Combat Maneuvers]] feat as a bonus feat.  This works like normal, but most everyone just assumes that Brawlers are going to wrestle their foes to death, due to their later Ground and Pound ability. That said, when a Brawler attempts any [[combat maneuver]], they may choose whether or not they provoke an attack of opportunity.
 
=== Evasion (Ex) ===
{{Evasion|level=10th|class=brawler}}
 
=== Eyes on the Target II (Ex) ===
At 10th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack).  These bonuses are treated as [[Circumstance Bonus]]es, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the ''Eyes on the Target'' class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).
 
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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== Heroic Brawler (Levels 11 - 15) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|Brawler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|brawler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Class Features
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 11th
! align="center" | 11th
| +11/+6/+1 || 7 || 7 || 3 || 1d8 || 2d8 || 4d12 || 2d12 || Align="Left" | Counterstrike, Haymaker 4d12
| &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; +7 || &emsp; +7 || &emsp; +3 || &emsp; 10 || <small>''([[#Improved_Unarmed_Strike_.28Heroic_Tier.29|Improved Unarmed Strike]]), ([[#Bare_Knuckles_.28Heroic_Tier.29|Bare Knuckles]]), ([[#Brutish_Strength_.28Heroic_Tier.29|Brutish Strength]]),''</small> [[#Brutal_Precision_.28Ex.29|Brutal Precision]]
|-
|-
! 12th
! align="center" | 12th
| +12/+7/+2 || 8 || 8 || 4 || 1d8 || 2d8 || 4d12 || 2d12 || Align="Left" | Roll With it 4/-, Pugilist +3
| &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; 10 || [[#Rude_Vitality_II.28Ex.29|Rude Vitality II]], [[#Sudden_Retaliation_I_.28Ex.29|Sudden Retaliation I]]
|-
|-
! 13th
! align="center" | 13th
| +13/+8/+3 || 8 || 8 || 4 || 1d8 || 2d8 || 5d12 || 2d12 || Align="Left" | Tempered (fort saves), Haymaker 5d12
| &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; +8 || &emsp; +8 || &emsp; +4 || &emsp; 10 || [[#Stick_and_Move_III.28Ex.29|Stick and Move III]], [[#Tempered_.28Su.29|Tempered]]
|-
|-
! 14th
! align="center" | 14th
| +14/+9/+4 || 9 || 9 || 4 || 1d8 || 3d8 || 5d12 || 3d12 || Align="Left" | Uppercut, Cross 3d8, Rude Vitality II
| &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; 10 || [[#Moving_Snatch_and_Throw_.28Ex.29|Moving Snatch and Throw]]
|-
|-
! 15th
! align="center" | 15th
| +15/+10/+5 || 9 || 9 || 5 || 1d8 || 3d8 || 6d12 || 3d12 || Align="Left" | Roll With It 5/-, Haymaker 6d12
| &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; +9 || &emsp; +9 || &emsp; +5 <sup>''(+1)''</sup> || &emsp; 10 0 || [[#Eyes_on_the_Target_III_.28Ex.29|Eyes on the Target III]]
|-
|-
! 16th
|}
| +16/+11/+6/+1 || 10 || 10 || 5 || 1d8 || 3d8 || 6d12 || 3d12 || Align="Left" | Pugilist +4, Seize the Initiative
 
{{ClassProficiency|Brawler}}
 
=== 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_.28Ex.29|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_.28Ex.29|Bare Knuckles]] for details on how this works.  The brawler has access to all of the brawler special attacks (i.e., [[#Jab_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], and [[#Haymaker_.28Ex.29|Haymaker]]).
 
<div style="margin-left:1.5em">
==== 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, 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.
 
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker
|-
|-
! 17th
! 11th
| +17/+12/+7/+2 || 10 || 10 || 5 || 2d8 || 3d8 || 7d12 || 3d12 || Align="Left" | Aggressive Combat Positioning, Jab 2d8, Haymaker 7d12
| 3d6 || 3d8 || 5d12
|-
|-
! 18th
! 12th
| +18/+13/+8/+3 || 11 || 11 || 6 || 2d8 || 3d8 || 7d12 || 3d12 || Align="Left" | Ground and Pound, Roll With It 6/-
| 3d6 || 3d8 || 5d12
|-
|-
! 19th
! 13th
| +19/+14/+9/+4 || 11 || 11 || 6 || 2d8 || 3d8 || 8d12 || 3d12 || Align="Left" |  Haymaker 8d12
| 3d6 || 3d8 || 5d12
|-
|-
! 20th
! 14th
| +20/+15/+10/+5 || 12 || 12 || 6 || 2d8 || 3d8 || 8d12 || 3d12 || Align="Left" | Punishing Counterstrikes, Pugilist +5
| 3d6 || 3d8 || 5d12
|-
|-
! 15th
| 3d6 || 3d8 || 5d12
|}
|}
</div>


=== Class Abilities ===
=== Brutish Strength (Heroic Tier) ===
If you do not already have the Brutish Strength class feature, you gain it at 11th level. See [[#Brutish_Strength_.28Ex.29|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 Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], or [[Scizore (Weapon)|Scizore]]).


; Weapon and Armor Proficiency
=== Brutal Precision (Ex) ===
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 his Brutish Strength, Roll With It, Evasion, Tempered and Aggressive Combat Positioning abilities.
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.


; Two-Weapon Fighting Restriction (Ex)
=== Sudden Retaliation I (Ex) ===
Brawlers gain no benefits from 2-weapon fighting feats.
At 12th level, up to once per round, if the brawler provokes an attack of opportunity as a result of their movement, they may retaliate by performing a [[#Cross_.28Ex.29|Cross]] attack against the enemy who swung on them as a [[free action]] at their highest attack value (regardless of whether the enemy hits or misses with their attack of opportunity).  ''Retaliation'' does not count against the Brawler's available attacks of opportunity for the round. 


This attack is resolved after the enemy resolves their attack of opportunity, and if the brawler is knocked unconscious or killed by that attack, they may not make their ''Retaliation'' attack.  The brawler may only use this ability if the enemy actually ''attempts'' an attack of opportunity against the brawler.  Smart enemies might decide they're better served just letting the Brawler move where ever they want.


; Improved Unarmed Strike (Ex)
The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
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.


=== 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_.28Ex.29|Stick and Move I]] for details on how this works.


; Brutish Strength (Su)
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''.
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.


=== 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 (&frac14;) damage. Furthermore, even if the brawler fails their Fortitude saving throw, they take only three-quarters (&frac34;) damage from the effect.


; Fleet (Ex)
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).
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.


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


; Pugilist (Ex)
=== Moving Snatch and Throw (Ex) ===
Brawlers gain an enhancement bonus to 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. This bonus allows them to affect targets as if their hands are magic weapons.
If you do not already have the ''Snatch and Throw'' class feature, you gain it at 14th level. See [[#Snatch_and_Throw_.28Ex.29|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_.28Ex.29|Jab]] any time you perform a Snatch and Throw attack.  In all other ways, this class feature works as described in ''Snatch and Throw''.


; Thick Skinned (Ex)
=== Eyes on the Target III (Ex)===
Beginning at 2nd level, Brawlers gain half their CON mod (round down) to natural AC. This AC bonus is untyped and stacks with any other sources of natural armor the brawler may acquire.
At 15th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack). These bonuses are treated as [[Circumstance Bonus]]es, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the ''Eyes on the Target'' class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).


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


; Evasion (Ex)
<div class="topbanner">
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.
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== Undaunted Brawler (Levels 16 - 20) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|Brawler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|brawler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Class Features
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 16th
| &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; 10 0 || <small>''([[#Improved_Unarmed_Strike_.28Undaunted_Tier.29|Improved Unarmed Strike]]), ([[#Bare_Knuckles_.28Undaunted_Tier.29|Bare Knuckles]]), ([[#Brutish_Strength_.28Undaunted_Tier.29|Brutish Strength]]),''</small> [[#Seize_the_Initiative_.28Ex.29|Seize the Initiative]]
|-
! align="center" | 17th
| &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; +10 || &emsp; +10 || &emsp; +5 || &emsp; 10 || [[#Rude_Vitality_III.28Ex.29|Rude Vitality III]]
|-
! align="center" | 18th
| &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; 10 || [[#Stick_and_Move_IV.28Ex.29|Stick and Move IV]], [[#Punishing_Counterstrikes_.28Ex.29|Punishing Counterstrikes]]
|-
! align="center" | 19th
| &emsp; +19 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +11 || &emsp; +11 || &emsp; +6 || &emsp; 10 || [[#Ground_and_Pound_.28Ex.29|Ground and Pound]]
|-
! align="center" | 20th
| &emsp; +20 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; 10 || [[#Eyes_on_the_Target_IV_.28Ex.29|Eyes on the Target IV]]
|-
|}


; Roll With It (Ex)
{{ClassProficiency|Brawler}}
Beginning at 3rd level, Brawlers gain DR 1/-. This DR increases by 1 every third level thereafter to a maximum of +6 at 18th.


=== 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_.28Ex.29|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_.28Ex.29|Bare Knuckles]] for details on how this works.  The brawler has access to all of the brawler special attacks (i.e., [[#Jab_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], and [[#Haymaker_.28Ex.29|Haymaker]]).


;Eyes on the Target (Ex)
<div style="margin-left:1.5em">
Brawlers may not be sophisticated artists, but they are ridiculously effective. Beginning at 4th level, only while in combat, 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.
==== 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, 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.


:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker
|-
! 16th
| 4d6 || 4d8 || 6d12
|-
! 17th
| 4d6 || 4d8 || 6d12
|-
! 18th
| 4d6 || 4d8 || 6d12
|-
! 19th
| 4d6 || 4d8 || 6d12
|-
! 20th
| 4d6 || 4d8 || 6d12
|}
</div>


=== Brutish Strength (Undaunted Tier) ===
If you do not already have the Brutish Strength class feature, you gain it at 16th level. See [[#Brutish_Strength_.28Ex.29|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 Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], or [[Scizore (Weapon)|Scizore]]).


; Impulsive Smash (Su)
=== Seize the Initiative (Ex) ===
Beginning at 5th level, Brawlers may ignore an amount of hardness on sunder maneuvers made with their hands equal to their brawler level.
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.


;Rude Vitality (Ex)
=== Stick and Move IV (Ex) ===
At 7th level, and every seven levels thereafter, the Brawler gains a 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 seperate from the stat points all classes gain from level advancement and stack with them in all ways.
If you do not already have the ''Stick and Move'' class feature, you gain it at 18th level. See [[#Stick_and_Move_I_.28Ex.29|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''.


; Brutal Precision (Ex)
=== Punishing Counterstrikes (Ex) ===
Beginning at 8th level, Brawlers auto-confirm critical threats.
At 18th level, the Brawler may use a [[#Haymaker_.28Ex.29|Haymaker]] for one Attack of Opportunity per round (instead of using their [[#Cross_.28Ex.29|Cross]] attack).  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.


; Fear Factor (Su)
=== Ground and Pound (Ex) ===
Beginning at 10th level, if the Brawler succeeds on a Will save against a fear effect, he may make an immediate opportunity attack against the enemy that caused the effect if they are within melee reach of the brawler.
At 19th level, when a brawler begins their turn in control of a [[grapple]], they can perform a damage action using [[#Haymaker_.28Ex.29|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.


;Counterstrike (Su)
=== Eyes on the Target IV (Ex) ===
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+2xStrThis damage increases to 3d12+3xStr at level 14, etc...  
At 20th level, the brawler permanently adds +1 to-hit to their second attack in a full attack action (their second-highest attack bonus attack), +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +1 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack)These bonuses are treated as [[Circumstance Bonus]]es, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the ''Eyes on the Target'' class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).


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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; Tempered (Su)
== Valorous Brawler (Levels 21 - 25) ==
At 13th level, the Brawler can muscle-through even magical and unusual attacks with great stamina. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. 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. A helpless brawler does not gain the benefits of Tempered.
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|Brawler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|brawler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Class Features
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 21st
| &emsp; +21 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; 10 || <small>''([[#Improved_Unarmed_Strike_.28Valorous_Tier.29|Improved Unarmed Strike]]), ([[#Bare_Knuckles_.28Valorous_Tier.29|Bare Knuckles]]), ([[#Brutish_Strength_.28Valorous_Tier.29|Brutish Strength]]),''</small> [[#Bat_Away_I_.28Ex.29|Bat Away I]]
|-
! align="center" | 22nd
| &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +6 || &emsp; +13 || &emsp; +13 || &emsp; +7 || &emsp; 10 || [[#Rude_Vitality_IV.28Ex.29|Rude Vitality IV]]
|-
! align="center" | 23rd
| &emsp; +22 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; 10 || [[#Stick_and_Move_V.28Ex.29|Stick and Move V]], [[#Burly_.28Ex.29|Burly]]
|-
! align="center" | 24th
| &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +7 || &emsp; +14 || &emsp; +14 || &emsp; +8 || &emsp; 10 || [[#Junkapult_.28Ex.29|Junkapult]], [[#Sudden_Retaliation_II_.28Ex.29|Sudden Retaliation II]]
|-
! align="center" | 25th
| &emsp; +23 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; 10 || [[#Eyes_on_the_Target_V_.28Ex.29|Eyes on the Target V]]
|-
|}


{{ClassProficiency|Brawler}}


=== 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_.28Ex.29|Improved Unarmed Strike]] for details on how this works.


;Seize the Initiative (Ex)
=== Bare Knuckles (Valorous Tier) ===
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, as the referee counts 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 one of their foes.  The brawler may elect to go before any of the enemies in a given battle.
If you do not already have the Bare Knuckles class feature, you gain it at 21st level. See [[#Bare_Knuckles_.28Ex.29|Bare Knuckles]] for details on how this works.  The brawler has access to all of the brawler special attacks (i.e., [[#Jab_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], and [[#Haymaker_.28Ex.29|Haymaker]]).


<div style="margin-left:1.5em">
==== 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, 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.


:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker
|-
! 21st
| 5d6 || 5d8 || 7d12
|-
! 22nd
| 5d6 || 5d8 || 7d12
|-
! 23rd
| 5d6 || 5d8 || 7d12
|-
! 24th
| 5d6 || 5d8 || 7d12
|-
! 25th
| 5d6 || 5d8 || 7d12
|}
</div>


; Aggressive Combat Positioning (Ex)
=== Brutish Strength (Valorous Tier) ===
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.
If you do not already have the Brutish Strength class feature, you gain it at 21st level. See [[#Brutish_Strength_.28Ex.29|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 Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], or [[Scizore (Weapon)|Scizore]]).


=== 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 immediate action is wasted to no effect.


; Ground and Pound (Ex)
=== Rude Vitality IV (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 roundThis swift action is a free attack and does not count against his attacks per round limits.
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.


=== 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_.28Ex.29|Stick and Move I]] for details on how this works.


;Punishing Counterstrikes (Ex)
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''.
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 ===
=== 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. 


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).
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_.28Ex.29|Snatch and Throw]] for details on how this works.


:; 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. 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 does provoke 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.
If you already have ''Snatch and Throw'' from a previous Brawler experience tier, but do not already have the [[#Moving_Snatch_and_Throw_.28Ex.29|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''.


:; 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.
=== Sudden Retaliation II (Ex) ===
If you do not already have the ''Sudden Retaliation I'' class feature, you gain it at 24th level. See [[#Sudden_Retaliation_I_.28Ex.29|Sudden Retaliation I]] for details on how this works.


If you already have the ''Sudden Retaliation I'' class feature from a previous experience tier of the Brawler class, it improves at 24th level, instead.  Any time you hit an enemy with a ''Sudden Retaliation'', you may inflict your [[#Haymaker_.28Ex.29|Haymaker]] damage on that foe, instead of your Cross damage, even if you have already performed a Haymaker attack this round.


:; Double-Over* : At 4th level, the brawler may use Double-Over to 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.
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.


=== Eyes on the Target V (Ex) ===
At 25th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest attack bonus attack).  These bonuses are treated as [[Circumstance Bonus]]es, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the ''Eyes on the Target'' class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).


:; 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.
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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:; 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.
== Mythic Brawler (Levels 26 - 30) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|Brawler}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|brawler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Class Features
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 26th
| &emsp; +23 || &emsp; +18 || &emsp; +13 || &emsp; +8 || &emsp; +15 || &emsp; +15 || &emsp; +9 || &emsp; 10 || <small>''([[#Improved_Unarmed_Strike_.28Mythic_Tier.29|Improved Unarmed Strike]]), ([[#Bare_Knuckles_.28Mythic_Tier.29|Bare Knuckles]]), ([[#Brutish_Strength_.28Mythic_Tier.29|Brutish Strength]]),''</small> [[#Sucker_Punch_.28Ex.29|Sucker Punch]]
|-
! align="center" | 27th
| &emsp; +24 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; 10 || [[#Rude_Vitality_V_.28Ex.29|Rude Vitality V]], [[#Fear_Itself_.28Ex.29|Fear Itself]]
|-
! align="center" | 28th
| &emsp; +24 || &emsp; +19 || &emsp; +14 || &emsp; +9 || &emsp; +16 || &emsp; +16 || &emsp; +10 || &emsp; 10 || [[#Stick_and_Move_VI_.28Ex.29|Stick and Move VI]], [[#Gliding_Steps_.28Ex.29|Gliding Steps]]
|-
! align="center" | 29th
| &emsp; +25 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; 10 || [[#Find_The_Range_.28Ex.29|Find the Range]]
|-
! align="center" | 30th
| &emsp; +25 || &emsp; +20 || &emsp; +15 || &emsp; +10 || &emsp; +17 || &emsp; +17 || &emsp; +11 || &emsp; 10 || [[#Killer_Instincts_IV_.28Ex.29|Killer Instincts IV]]
|-
|}


{{ClassProficiency|Brawler}}


:; 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.
=== 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_.28Ex.29|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_.28Ex.29|Bare Knuckles]] for details on how this works.  The brawler has access to all of the brawler special attacks (i.e., [[#Jab_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], and [[#Haymaker_.28Ex.29|Haymaker]]).


:; 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).
<div style="margin-left:1.5em">
 
==== 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, 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.
:; 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 Staggered. 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.


:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker
|-
! 26th
| 6d6 || 7d8 || 9d12
|-
! 27th
| 6d6 || 7d8 || 9d12
|-
! 28th
| 6d6 || 7d8 || 9d12
|-
! 29th
| 6d6 || 7d8 || 9d12
|-
! 30th
| 6d6 || 7d8 || 9d12
|}
</div>


=== Brutish Strength (Mythic Tier) ===
If you do not already have the Brutish Strength class feature, you gain it at 26th level. See [[#Brutish_Strength_.28Ex.29|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 Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], or [[Scizore (Weapon)|Scizore]]).


=== Brawler Example Build ===
=== Sucker Punch (Ex) ===
Through tireless repetition and drills, the Brawler has learned to slip an extra strike in on their foes.


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!
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 (Sorcerer/Wizard Spell)|Haste]] or any other spell, feat, ability, or magic property that grants bonus attacks during a full attack action.   If the brawler has already used their Haymaker attack this round, they cannot use it again with ''Sucker Punch'' (they will need to use Jab or Cross instead).


=== 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.


; Punchin' and Duckin' Build
=== Fear Itself (Ex) ===
Human, base stats: Str 20, Dex 13, Con 16, int 10, Wis 10, Chr 8.
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.


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


Level 1:  Combat Reflexes, Weapon Focus: Unarmed.  Just because you're not a monk doesn't mean you're uneducated in breaking faces.  
=== 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_.28Ex.29|Stick and Move I]] for details on how this works.


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


Level 5: Following Step. Man! Watch those feet move!
=== Gliding Steps (Ex) ===
The Brawler is adept at being in the right place at all times. Beginning at 28th level, the Brawler may move up to 20 feet with their [[#Jab_.28Ex.29|Jab]] attack (instead of 10 feet). The brawler must still follow all of the rules for a Jab (e.g., there must be a valid enemy target somewhere within the movement of the jab, etc.)The movement of the Jab still provokes attacks of opportunity.


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.
In addition, the brawler may spend an [[Immediate Action]] to perform a 5-foot step, if they wish. (Note that you only get one Immediate Action per round, so this aspect of ''Gliding Steps'' can never be used more than once per round, even with the use of action points.)


Level 9: Desperate battler. You have great mobility, so be sure to stay away from your friends for this tasty bonus.
=== Find The Range (Ex) ===
If you do not already have the ''Snatch and Throw'' class feature, you gain it at 29th level. See [[#Snatch_and_Throw_.28Ex.29|Snatch and Throw]] for details on how this works.


Level 11: Dodge. Armor class is always useful.
If you already have ''Snatch and Throw'' from a previous Brawler experience tier, but do not already have the [[#Moving_Snatch_and_Throw_.28Ex.29|Moving Snatch and Throw]] class feature, you gain it at 29th level, instead.


Level 13: Mobility. More Armor Class versus Attacks of Opportunity. You NEED this.
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_.28Ex.29|Junkapult]] class feature, you gain it at 29th level, instead.


Level 15: Sidestep. Even MORE awesome footworkIt's like you're dancin'!
If you already have 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.  ''Find The Range'' 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_.28Ex.29|Jab]], including the movement portion of the Jab.


Level 17: Endurance.  Seriously? Endurance? At THIS level? Blech!
=== Eyes on the Target VI (Ex)===
At 30th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest attack bonus attack). These bonuses are treated as [[Circumstance Bonus]]es, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the ''Eyes on the Target'' class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).


Level 19: Drunken Brawler. Oh, so THAT's what the Endurance is for.  Yikes, that's rather awesome....
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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== Legendary Brawler (Levels 31 - 35) ==
 
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
;Epic Brawler
|- style="{{class-gradient|Brawler}}"
 
! align="center" width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|brawler}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|brawler}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|brawler}}" | Class Features
=== Table: Epic Brawler ===
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
{| border="1" cellpadding="5" style="text-align:center"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
! Level || width="125" | BAB || Fort || Refl || Will || Jab || Cross || width="100" | Haymaker || width="100" | Counterstrike || width="400" | Special
|-
|-
! 21st
! align="center" | 31st
| +21/+16/+11/+6 || 13 || 13 || 3 || 2d8 || 4d8 || 9d12 || 4d12 || Align="Left" | Gouge, Rude Vitality III
| &emsp; +26 <sup>''(+1)''</sup> || &emsp; +21 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; 10 || <small>''([[#Improved_Unarmed_Strike_.28Legendary_Tier.29|Improved Unarmed Strike]]), ([[#Bare_Knuckles_.28Legendary_Tier.29|Bare Knuckles]]), ([[#Brutish_Strength_.28Legendary_Tier.29|Brutish Strength]]),''</small> [[#Bat_Away_II_.28Ex.29|Bat Away II]]
|-
|-
! 22nd
! align="center" | 32nd
| +21/+16/+11/+6 || 13 || 13 || 7 || 2d8 || 4d8 || 9d12 || 4d12 || Align="Left" | Fancy Footwork
| &emsp; +26 || &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +18 || &emsp; +18 || &emsp; +12 || &emsp; 10 || [[#Rude_Vitality_VI.28Ex.29|Rude Vitality VI]], [[#Preemptive Retaliation (Ex)|Preemptive Retaliation]]
|-
|-
! 23rd
! align="center" | 33rd
| +22/+17/+12/+7 || 14 || 14 || 8 || 2d8 || 4d8 || 10d12 || 4d12 || Align="Left" | Haymaker 10d12, On the Button
| &emsp; +27 <sup>''(+1)''</sup> || &emsp; +22 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; 10 || [[#Stick_and_Move_VII_.28Ex.29|Stick and Move VII]], [[#Explosive_Power_.28Ex.29|Explosive Power]]
|-
|-
! 24th
! align="center" | 34th
| +22/+17/+12/+7 || 14 || 14 || 8 || 3d8 || 4d8 || 10d12 || 4d12 || Align="Left" | Bat Away, Pugilist +6
| &emsp; +27 || &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +19 || &emsp; +19 || &emsp; +13 || &emsp; 10 || [[#Scrapyard_Ballista_.28Ex.29|Scrapyard Ballista]]
|-
|-
! 25th
! align="center" | 35th
| +23/+18/+13/+3 || 15 || 15 || 9 || 3d8 || 4d8 || 11d12 || 4d12 || Align="Left" | Haymaker 11d12
| &emsp; +28 <sup>''(+1)''</sup> || &emsp; +23 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; 10 || [[#Eyes_on_the_Target_VII_.28Ex.29|Eyes on the Target VII]]
|-
|-
! 26th
|}
| +23/+18/+13/+3 || 15 || 15 || 9 || 3d8 || 4d8 || 11d12 || 4d12 || Align="Left" | Rip
 
|-
{{ClassProficiency|Brawler}}
! 27th
 
| +24/+19/+14/+9 || 16 || 16 || 10 || 3d8 || 5d8 || 12d12 || 5d12 || Align="Left" | Core Like the Earth, Haymaker 12d12
=== 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_.28Ex.29|Improved Unarmed Strike]] for details on how this works.
! 28th
 
| +24/+19/+14/+9 || 16 || 16 || 10 || 3d8 || 5d8 || 12d12 || 5d12 || Align="Left" | Pugilist +7, Rude Vitality IV
=== Bare Knuckles (Legendary Tier) ===
|-
If you do not already have the Bare Knuckles class feature, you gain it at 31st level. See [[#Bare_Knuckles_.28Ex.29|Bare Knuckles]] for details on how this works.  The brawler has access to all of the brawler special attacks (i.e., [[#Jab_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], and [[#Haymaker_.28Ex.29|Haymaker]]).
! 29th
 
| +25/+20/+15/+10 || 17 || 17 || 11 || 3d8 || 5d8 || 13d12 || 5d12 || Align="Left" | Haymaker 13d12, Find the Range
<div style="margin-left:1.5em">
|-
==== Brawler Special Attack Damage (Legendary Tier) ====
! 30th
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, 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.
| +25/+20/+15/+10 || 17 || 17 || 11 || 3d8 || 5d8 || 13d12 || 5d12 || Align="Left" | Gliding Steps
 
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker
|-
|-
! 31st
! 31st
| +26/+21/+16/+11 || 18 || 18 || 12 || 3d8 || 6d8 || 14d12 || 6d12 || Align="Left" | Explosive Power, Haymaker 14d12
| 7d6 || 8d8 || 11d12
|-
|-
! 32nd
! 32nd
| +26/+21/+16/+11 || 18 || 18 || 12 || 4d8 || 6d8 || 14d12 || 6d12 || Align="Left" | Pugilist +8, Tear
| 7d6 || 8d8 || 11d12
|-
|-
! 33rd
! 33rd
| +27/+22/+17/+12 || 19 || 19 || 13 || 4d8 || 7d8 || 15d12 || 7d12 || Align="Left" | Haymaker 15d12
| 7d6 || 8d8 || 11d12
|-
|-
! 34th
! 34th
| +27/+22/+17/+12 || 19 || 19 || 13 || 4d8 || 7d8 || 15d12 || 7d12 || Align="Left" | Low Blow
| 7d6 || 8d8 || 11d12
|-
|-
! 35th
! 35th
| +28/+23/+18/+13 || 20 || 20 || 14 || 4d8 || 8d8 || 16d12 || 8d12 || Align="Left" |  Haymaker 16d12, Rude Vitality V
| 7d6 || 8d8 || 11d12
|-
! 36th
| colspan="9" Align="center" | Apotheosis!
|}
|}
</div>


=== Epic Class Abilities ===
=== Brutish Strength (Legendary Tier) ===
If you do not already have the Brutish Strength class feature, you gain it at 31st level. See [[#Brutish_Strength_.28Ex.29|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 Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], or [[Scizore (Weapon)|Scizore]]).


;Gouge (Ex)
=== Bat Away II (Ex) ===
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.
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 immediate action 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).


;Rip (Ex)
=== Rude Vitality VI (Ex) ===
The Brawler becomes even more adept at injuring foes he strikesIf 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.
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_.28Ex.29|Retaliation]] for details on how this works.


;Tear (Ex)
If you already have ''Retaliation'' from a previous Brawler experience tier, but do not already have the [[#Sudden_Retaliation_.28Ex.29|Sudden Retaliation]] class feature, you gain it 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.


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_.28Ex.29|Aggressive Retaliation]] class feature, you gain it at 32nd level.


;Low Blow (Ex)
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 levelRetaliation 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 becomes an inhuman engine of punishmentIf 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.


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


;Fancy Footwork (Ex)
=== Stick and Move VII (Ex) ===
The Brawler is supremely capable of letting damage skim past him in a fight. Add his Thick-Skinned bonus to his DR/-.
If you do not already have the ''Stick and Move'' class feature, you gain it at 33rd level. See [[#Stick_and_Move_I_.28Ex.29|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''.


;Gliding Steps (Ex)
=== Explosive Power (Ex) ===
The Brawler is adept at being in the right place at all timesConvert his Thick-Skinned AC bonus to a Dodge bonus.
Beginning at 32nd level, once per encounter, the Brawler may substitute the damage of a haymaker when they roll a jab attackNote 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_.28Ex.29|Snatch and Throw]] for details on how this works.


;Rude Vitality (Ex)
If you already have ''Snatch and Throw'' from a previous Brawler experience tier, but do not already have the [[#Moving_Snatch_and_Throw_.28Ex.29|Moving Snatch and Throw]] class feature, you gain it at 34th level, instead.
The Brawler's Rude Vitality ability continues to grant him bonus Stat points.


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_.28Ex.29|Junkapult]] class feature, you gain it at 34th level, instead.


;On the Button (Ex)
If you have all of the ''Snatch and Throw'', ''Moving Snatch and Throw'', and ''Junkapult'' class features from previous Brawler experience tiers, but do not already have the [[#Find_The_Range_.28Ex.29|Find The Range]] class feature, you gain it at 34th level, instead.
The Brawler is adept at landing punches, even ones that didn't look like they had much of a prayer.  When the Brawler performs a full attack, add +2 to-hit to his attack with the lowest BAB.


If you have all of the ''Snatch and Throw'', ''Moving Snatch and Throw'', ''Junkapult'', and ''Find The Range'' class features from previous Brawler experience tiers, your improvised thrown objects now have a range increment of 30 feet (and a maximum range of 150 feet), instead of a range increment of 20 feet.  ''Scrapyard Ballista'' continues to enjoy the benefits granted by the previous class features, meaning it is performed as an [[Attack Action]] (instead of a Standard Action), and is resolved as a [[#Jab_.28Ex.29|Jab]], including the movement portion of the Jab.


;Bat Away (Su)
=== Eyes on the Target VII (Ex)===
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 also be applied to an opportunity attack.  When the attack is forgone, no roll is made and the attack grants no effects and does no damageThis attack is then 'banked', and the player should record the BAB for that particular attack.  At any time from the time they bank the attack to the end of their next round, they may elect to use the attack as an immediate action after they have been struck in melee combat, but before the damage is rolled.  If the Brawler is able to strike the attacker with the banked attack, they completely nullify all effects of that attack as they bat it away harmlessly.
At 35th level, the brawler permanently adds +1 to-hit to their second attack in a full attack action (their second-highest attack bonus attack), +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +1 to-hit to their fourth attack in a full attack action (their lowest attack bonus attack)These bonuses are treated as [[Circumstance Bonus]]es, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the ''Eyes on the Target'' class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).


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


;Core like the Earth (Ex)
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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.
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== Apotheotic Brawler (Levels 36+) ==
{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="98%"
|- style="{{class-gradient|brawler}}"
! width="30" | Level || Class Features
|-
! 36+
| colspan="21" align="left" | [[#Apotheosis!|Apotheosis!]]
|}


;Find the Range (Ex)
=== Apotheosis! ===
The Brawlers uncanny ability to score effective punches improves. When the Brawler performs a full attack, add +1 to-hit to hit attack with the third highest BAB, and add +3 to hit with his attack with the lowest BAB.
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).


;Explosive Power (Ex)
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 taskHowever, 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.
Beginning at 31st level, once per encounter, the Brawler may substitute the damage of a haymaker when they roll a jab attackNote that they still get the movement bonus for a jab attack.

Latest revision as of 01:27, 5 March 2024

BAM! On the button!

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

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, and haymaker). 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 + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A brawler's maneuver defense is calculated normally. Note, however, that brawlers cannot equip a shield without losing access to their brawler special attacks (i.e. jab, cross, and haymaker). As a result, while a brawler can enhance their maneuver defense 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.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus + Size Modifier
Skills:
Brawlers get 6 + Int modifier skill ranks per Brawler class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
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 character 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.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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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 Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +2   +0   10 Natural Born Scrapper

Natural Born Scrapper (Ex)

If brawler is your favored class, you may add a +1 circumstance bonus to hit with any of your Special Brawler Attacks (i.e. Jab, Cross, and Haymaker). Circumstance bonuses always stack with other circumstance bonuses.

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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 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 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 magic rods), 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 as a bonus feat at 1st level, however it does not provide any benefits to them, except as a prerequisite for other feats. (This is because the Brawler's special attacks inflict considerably more damage than this feat grants.)

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, 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, 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.

When a brawler performs a combat maneuver, they deal the base (dice-only) damage of their Cross attack for their current Brawler class level with the maneuver, unless they have feats, items, or abilities that specifically increase their damage with combat maneuvers.

Brawler Special Attacks

At level 1, the brawler gains access to their Jab and Cross brawler special attacks. They gain access to 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).

Jab (Ex)

At 1st level, the brawler may make a jab as an 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 an 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).
  • Like spending an attack action to gain a bonus 5-foot step, the brawler may use their worst remaining attack action to perform their Jab (if they wish), and they can do so at any point during their turn, even prior to using their higher attack values for the round.

Cross (Ex)

At 1st level, the brawler may use Cross as an 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 an attack action, Cross may be used as many times per round as the brawler has attacks.

This attack is also used when the brawler performs attacks of opportunity.

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
1st 1d6 2d8 -
2nd 1d6 2d8 -
3rd 1d6 2d8 -
4th 1d6 2d8 -
5th 1d6 2d8 -

A Note On Base Weapon Damage

Brawlers who acquire additional base weapon damage, either through feats, magic items, magic weapon properties, etc., calculate this damage the same way any other class does. The brawler special attack damage does not alter the way base weapon damage works for the brawler. Namely, the additional base weapon damage is multiplied by the experience tier of the character's total level (not brawler class level). I.e., at levels 1-5, the additional base weapon damage is the same as listed. At levels 6-10, it is doubled; at levels 11-15, it is tripled; at 16-20, it is quadrupled, etc.

Example: If the brawler puts the Impact magic weapon property on a pair of brass knuckles (a weapon that the brawler can use and still perform their special brawler attacks), they gain +2 base weapon damage with all of their attacks. At levels 1-5, this is just +2 additional damage (though it is multiplied on a critical hit). At levels 6-10, it adds +4 damage to all successful attacks. At levels 11-15, it adds +6; at levels 16-20, it adds +8; at levels 21-25, it adds +10; at levels 26-30, it adds +12; and at levels 31 and higher, it adds +14 damage to all successful attacks. This is exactly the same progression as this property would provide to any other character class.

Brutish Strength (Ex)

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 2d6 Jab adds double the brawler's Strength modifier to the damage, a 3d8 Cross 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.

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 (undefined damage type) 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, Brawlers 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.

The Brawler may also apply any to-hit bonuses they would normally apply to their Jab attacks to any object they throw using Snatch and Throw. This means the only difference in to-hit numbers between the Brawler's normal melee attacks and an improvised thrown weapon is that the thrown weapon uses the Brawler's Dexterity modifier instead of their Strength modifier.

Eyes on the Target I (Ex)

At 5th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack). These bonuses are treated as Circumstance Bonuses, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the Eyes on the Target class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).

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
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, Eyes on the Target 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 magic rods), 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 Haymaker).

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, 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
6th 2d6 2d8 4d12
7th 2d6 2d8 4d12
8th 2d6 2d8 4d12
9th 2d6 2d8 4d12
10th 2d6 2d8 4d12

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.

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 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.

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 Combat Maneuvers feat as a bonus feat. This works like normal, but most everyone just assumes that Brawlers are going to wrestle their foes to death, due to their later Ground and Pound ability. That said, when a Brawler attempts any 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 aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Eyes on the Target II (Ex)

At 10th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack). These bonuses are treated as Circumstance Bonuses, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the Eyes on the Target class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).

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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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 I
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 Eyes on the Target 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 magic rods), 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, 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, 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
11th 3d6 3d8 5d12
12th 3d6 3d8 5d12
13th 3d6 3d8 5d12
14th 3d6 3d8 5d12
15th 3d6 3d8 5d12

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 I (Ex)

At 12th level, up to once per round, if the brawler provokes an attack of opportunity as a result of their movement, they may retaliate by performing a Cross attack against the enemy who swung on them as a free action at their highest attack value (regardless of whether the enemy hits or misses with their attack of opportunity). Retaliation does not count against the Brawler's available attacks of opportunity for the round.

This attack is resolved after the enemy resolves their attack of opportunity, and if the brawler is knocked unconscious or killed by that attack, they may not make their Retaliation attack. The brawler may only use this ability if the enemy actually attempts an attack of opportunity against 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 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.

Eyes on the Target III (Ex)

At 15th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack). These bonuses are treated as Circumstance Bonuses, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the Eyes on the Target class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).

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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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), 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
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +12 (+1)   +6   10 Eyes on the Target 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 magic rods), 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, 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, 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
16th 4d6 4d8 6d12
17th 4d6 4d8 6d12
18th 4d6 4d8 6d12
19th 4d6 4d8 6d12
20th 4d6 4d8 6d12

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).

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 (instead of using their Cross attack). 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.

Eyes on the Target IV (Ex)

At 20th level, the brawler permanently adds +1 to-hit to their second attack in a full attack action (their second-highest attack bonus attack), +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +1 to-hit to their fourth attack in a full attack action (their lowest-attack bonus attack). These bonuses are treated as Circumstance Bonuses, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the Eyes on the Target class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).

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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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), Bat Away I
22nd   +21   +16   +11   +6   +13   +13   +7   10 Rude Vitality IV
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, Sudden Retaliation II
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +15 (+1)   +9 (+1)   10 Eyes on the Target 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 magic rods), 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, 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, 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
21st 5d6 5d8 7d12
22nd 5d6 5d8 7d12
23rd 5d6 5d8 7d12
24th 5d6 5d8 7d12
25th 5d6 5d8 7d12

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).

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 immediate action 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.

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.

Sudden Retaliation II (Ex)

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

If you already have the Sudden Retaliation I class feature from a previous experience tier of the Brawler class, it improves at 24th level, instead. Any time you hit an enemy with a Sudden Retaliation, you may inflict your Haymaker damage on that foe, instead of your Cross damage, even if you have already performed a Haymaker attack this round.

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

Eyes on the Target V (Ex)

At 25th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest attack bonus attack). These bonuses are treated as Circumstance Bonuses, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the Eyes on the Target class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).

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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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), 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 magic rods), 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, 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, 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
26th 6d6 7d8 9d12
27th 6d6 7d8 9d12
28th 6d6 7d8 9d12
29th 6d6 7d8 9d12
30th 6d6 7d8 9d12

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).

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, feat, ability, or magic property that grants bonus attacks during a full attack action. If the brawler has already used their Haymaker attack this round, they cannot use it again with Sucker Punch (they will need to use Jab or Cross instead).

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 may move up to 20 feet with their Jab attack (instead of 10 feet). The brawler must still follow all of the rules for a Jab (e.g., there must be a valid enemy target somewhere within the movement of the jab, etc.). The movement of the Jab still provokes attacks of opportunity.

In addition, the brawler may spend an Immediate Action to perform a 5-foot step, if they wish. (Note that you only get one Immediate Action per round, so this aspect of Gliding Steps can never be used more than once per round, even with the use of action points.)

Find The Range (Ex)

If you do not already have the Snatch and Throw class feature, you gain it at 29th 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 29th level, instead.

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 29th level, instead.

If you already have 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. Find The Range 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.

Eyes on the Target VI (Ex)

At 30th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +2 to-hit to their fourth attack in a full attack action (their lowest attack bonus attack). These bonuses are treated as Circumstance Bonuses, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the Eyes on the Target class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).

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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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), 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 Eyes on the Target VII

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 magic rods), 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, 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, 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
31st 7d6 8d8 11d12
32nd 7d6 8d8 11d12
33rd 7d6 8d8 11d12
34th 7d6 8d8 11d12
35th 7d6 8d8 11d12

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).

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 immediate action 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, instead.

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, instead.

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

If you have all of the Snatch and Throw, Moving Snatch and Throw, Junkapult, and Find The Range class features from previous Brawler experience tiers, your improvised thrown objects now have a range increment of 30 feet (and a maximum range of 150 feet), instead of a range increment of 20 feet. Scrapyard Ballista continues to enjoy the benefits granted by the previous 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.

Eyes on the Target VII (Ex)

At 35th level, the brawler permanently adds +1 to-hit to their second attack in a full attack action (their second-highest attack bonus attack), +1 to-hit to their third attack in a full attack action (their third-highest attack bonus attack), and +1 to-hit to their fourth attack in a full attack action (their lowest attack bonus attack). These bonuses are treated as Circumstance Bonuses, and stack with any other bonuses to-hit that the brawler acquires, including the bonuses from other iterations of the Eyes on the Target class feature, or other circumstance bonuses (since circumstance bonuses stack with themselves).

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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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. 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.