Brawler

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Alignment: Any.

Hit Die: d8.

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

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

Skill Ranks per Level: 4 + Int modifier.


Table: Brawler

Level Base Attack Fort Refl Will Jab Cross Haymaker Special
1st +1 2 2 0 1d8 2d8 - Jab, Cross, Brutish Strength, Imp. Unarmed Strike
2nd +2 3 3 0 1d8 2d8 - Thick-Skinned, Power Attack
3rd +3 3 3 1 1d8 2d8 - Evasion, Roll With It 1/-
4th +4 4 4 1 1d8 2d8 - Double-Over, Pugilist +1
5th +5 4 4 1 1d8 2d8 - Gut Punch, Impulsive Smash
6th +6/+1 5 5 2 1d8 2d8 - Vital Strike, Roll With It 2/-
7th +7/+2 5 5 2 1d8 2d8 2d12 (4d12) Haymaker
8th +8/+3 6 6 2 1d8 2d8 2d12 (4d12) Brutal Precision, Pugilist +2
9th +9/+4 6 6 3 1d8 2d8 2d12 (4d12) Improved Grapple, Roll With It 3/-
10th +10/+5 7 7 3 1d8 2d8 2d12 (4d12) Smack Down, Fear Factor
11th +11/+6/+1 7 7 3 1d8 2d8 2d12 (6d12) Counterstrike, Improved Vital Strike
12th +12/+7/+2 8 8 4 1d8 2d8 2d12 (6d12) Roll With it 4/-, Pugilist +3
13th +13/+8/+3 8 8 4 1d8 2d8 2d12 (6d12) Tempered (fort saves)
14th +14/+9/+4 9 9 4 1d8 3d8 2d12 (6d12) Uppercut, Cross 3d8
15th +15/+10/+5 9 9 5 1d8 3d8 2d12 (6d12) Roll With It 5/-
16th +16/+11/+6/+1 10 10 5 1d8 3d8 2d12 (8d12) Greater Vital Strike, Pugilist +4
17th +17/+12/+7/+2 10 10 5 2d8 3d8 2d12 (8d12) Aggressive Combat Positioning, Jab 2d8
18th +18/+13/+8/+3 11 11 6 2d8 3d8 3d12 (12d12) Haymaker 3d12
19th +19/+14/+9/+4 11 11 6 2d8 3d8 3d12 (12d12) Ground and Pound
20th +20/+15/+10/+5 12 12 6 2d8 3d8 3d12 (12d12) Punishing Counterstrikes, Pugilist +5

Class Abilities

Weapon and Armor Proficiency
Brawlers are not proficient with any weapons except unarmed strikes. Brawlers are proficient with all light and medium armor, but cannot use shields. When wearing heavy armor, a shield or carrying a heavy load, the brawler loses his Roll With It, Evasion, Tempered and Aggressive Combat Positioning abilities.
Two-Weapon Fighting Restriction
Brawlers gain no benefits from 2-weapon fighting feats.
Improved Unarmed Strike
Brawlers gain the Improved Unarmed Strike feat for free at 1st level.
Brutish Strength
A brawler's unarmed attacks are treated as two-handed weapons for purposes of calculating STR mod damage, as well as any abilities or feats which improve two-handed weapons.
Fleet
Brawlers may take the "Fleet" feat, and may make use of its benefits as though they were wearing light or no armor, even when wearing medium armor. The brawler does not gain the benefits of the Fleet feat if they are wearing heavy armor, a shield or carrying a heavy load.
Pugilist
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.
Thick Skinned
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.
Evasion
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.
Roll With It
Beginning at 3rd level, Brawlers gain DR 1/-. This DR increases by 1 at 6th, 9th, 12th and 15th levels, to a total of DR 5/- at level 15.
Impulsive Smash
Beginning at 5th level, Brawlers may ignore an amount of hardness on sunder maneuvers equal to their brawler level.
Brutal Precision
Beginning at 8th level, Brawlers auto-confirm critical threats.
Fear Factor
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.
Tempered
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.
Aggressive Combat Positioning
At 17th level, the brawler may take a full move as a 5-foot step action. This movement provokes opportunity attacks as per the normal movement rules, but is treated as a 5-foot step for purposes of actions performed. The brawler who uses this may still make a full attack action in the same round, but may not make any additional move actions, just as if he had taken a normal 5-foot step. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.
Ground and Pound
At 19th level, when brawler begins his turn in control of a grapple, he can make a damage action as a swift action once per round.

Brawler Unarmed Attacks

The brawler gets a selection of attacks beginning at level 1, and gains new attacks at higher levels. Attacks marked with an asterisk (*) may only be used once per round, and this use must be declared before the attack roll is made (these attacks are: Double-Over, Gut Punch, Smack Down, Uppercut and Haymaker). The brawler may use any of these attacks as often as he likes, provided he has sufficient actions to do so. All attacks are standard attacks and may be used as part of a full attack action, except where noted (see Haymaker).
Jab
Beginning at level 1, the brawler may make a jab attack that incorporates quick footwork. As part of this attack, the brawler may move up to 10 feet before and/or after the attack whether or not the attack hits. Jabs which successfully hit deal 1d8 + STR mod damage. This damage increases to 2d8 + STR 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.
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 + STR mod damage. This damage increases to 3d8 + STR mod at level 14. This attack may be used multiple times per round if the brawler has enough actions/attacks to do so. This attack may also be used when the brawler makes attacks of opportunity.
Double-Over*
At 4th level, the brawler may use Double-Over to a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a FORT save vs. (DC 10 + half Brawler level + DEX mod) or become flat-footed. The target recovers as a free action at the start of its next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Gut Punch, Haymaker, Smack Down or Uppercut attack this round.
Gut Punch*
At 5th level, the brawler may use Gut Punch as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a FORT save vs. (DC of 10 + half Brawler level + DEX mod) or become Sickened. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Haymaker, Smack Down or Uppercut attack this round.
Haymaker*
At 7th level, the brawler may use Haymaker as a melee attack against a target within reach. The brawler must use Vital Strike (or it's improved or greater versions if available) with this attack. As a result, this attack can only be used as a standard action, and not as part of a full attack action. If the attack hits, it deals 2d12 base damage, multiplied by the extra vital strike damage, plus the brawler's STR mod. The base damage of Haymaker becomes 3d12 at level 18. 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, Smack Down or Uppercut attack this round.
Smack Down*
At 10th level, the brawler may use Smack Down as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a REFL save vs. (DC of 10 + half Brawler level + DEX mod) or be knocked prone. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Uppercut this round.
Counterstrike
At 11th level, the brawler may use Counterstrike instead of Cross for his attacks of opportunity. If Counterstrike hits, it deals 2d12 + STR mod damage. 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, then DEX mod).
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 + STR 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 Vital Strike-adjusted Haymaker for one of his attacks of opportunity each round. If the attack hits, it deals 3d12 base damage, times four for Greater Vital Strike (12d12), plus STR mod. This ability may be used even if the brawler has already used Double-Over, Gut Punch, Haymaker, Smackdown or Uppercut this round.