Brawler

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The Brawler is a fighter, a melee combatant who prefers to use his fists instead of weapons.

Abilities: Strength, Dexterity, and Constitution are all good abilities for you to have...though Wisdom would be nice as well, considering it helps out some of your abilities.

Races: Brawlers come from all races.

Alignment: Brawlers may be of any alignment.

Hit Die: d10

Starting Gold: 4d4x10 gp.

Starting Age: As fighter (PH 109).

Class Features

Weapon and Armor Proficiency: Brawlers are proficient with the gauntlet and spiked gauntlet. They are not proficient with shields, and are only proficient with light armor.

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Escape Artist, Intimidate, Jump, Listen, Spot, Swim, Tumble

Basic Unarmed Combat: At 1st level, a brawler is as adept with his fists and feet as a warrior is with his sword. He gains the Improved Unarmed Strike and Improved Grapple feats, even if he does not normally qualify for them. His unarmed attacks and attacks while wielding a gauntlet also deal 1d6 points of damage.

Dirty Fighting: At 2nd level, a brawler gains the ability to deal extra damage while fighting unarmed.

The brawler has the option to forfeit all other attacks (including attacks of opportunity) in a round to use a Dirty Fighting attack. The brawler does not have to forfeit all other attacks in a round if he is currently flanking the opponent he is targeting, though he may only use the Dirty Fighting ability once per attack.

To perform a dirty fighting attack, the attacker must declare it prior to their attack roll. They then make a single attack roll at their base attack bonus. If they strike, the brawler rolls an additional d6 of damage. This ability increases to 2d6 additional damage at 5th level, 3d6 at 8th, 4d6 at 11th, 5d6 at 14th, 6d6 at 17th, and 7d6 at 20th. This ability is only usable when a brawler is unarmed, fighting with a gauntlet, or using an improvised weapon.

Stunning Fist: At 2nd level, a brawler learns how to attack specific parts of a creature's anatomy to temporarily paralyze them. He gains the Stunning Fist feat and acquires uses per day as a monk of the same level.

Dodge: At 3rd level, a brawler hones his dodge skills. He gains the Dodge feat.

Improved Unarmed Combat: At 5th level, a brawler becomes more adept with his natural weaponry, as well as learns how to handle improvised weaponry to some degree.

A brawler's improvised weapons deal 1d4 points of damage, plus whatever an unarmed strike deals. Most improvised weapons deal bludgeoning damage, though some deal slashing or piercing. When a brawler rolls a natural 1 while attacking with an improvised weapon, the weapon breaks and is thereafter useless.

In addition, the brawler learns the Improved Disarm feat (even if he doesn't normally qualify for the feat), which is only usable while fighting unarmed, with a gauntlet, or with an improvised weapon. The brawler's unarmed strike damage and attacks while wielding a gauntlet also increases to 1d8.

Mobility: At 5th level, the brawler gains the use of the Mobility feat, even if he doesn't normally qualify for the feat.

Evasion: At 6th level, the brawler gains the ability to dodge opponent's attacks with surprising grace and agility. If he makes a makes a successful Reflex saving throw against an attack that normally deals half damage on a Reflex save, he instead takes no damage. This ability can only be used if the brawler is wearing light or no armor. A helpless brawler does not gain the benefits of evasion.

If the character already has evasion from another source, he instead gains improved evasion instead. Improved evasion works like above, except the brawler takes half damage even on a failed save.

Special Ability: At 9th level (and every three levels thereafter) the brawler gains a special ability from the following list:

  • Improved Dirty Fighting: The brawler has become so adept with their dirty fighting maneuvers that they have a chance to weaken their opponents while doing so. Every time a brawler succeeds with a dirty fighting attack, their opponent must make a Fortitude save (DC 10 + 1/2 the brawler class level + the brawler's Wisdom modifier) or take two points of ability damage to Strength, Dexterity, Constitution, or Charisma (brawler's choice). Even if a brawler succeeds on multiple Dirty Fighting attacks in a round, he may only use this ability once per round on an enemy. He still can, however, attack multiple opponents with Dirty Fighting techniques and affect them in this manner.
  • Improved Flanking: A brawler who takes this ability gains a +4 attack bonus while flanking instead of the standard +2.
  • Improved Reactions: A brawler who takes this ability gains a morale bonus to his initiative equal to half his class level (rounded down).
  • No Quarter: This ability may be taken multiple times. Brawlers are known for their "no quarter" style of fighting, but some are more ruthless than others. Brawlers with this ability gain an additional attack of opportunity per round. This ability stacks with the Combat Reflexes feat and is not cancelled by using Dirty Fighting.
  • Stellar Reflexes: This ability may be taken multiple times. The first selection of this ability gives the brawler the Spring Attack feat, even if he doesn't normally qualify for the feat. The second purchase gives him the Bounding Assault feat. The third gives him the Rapid Blitz feat.
  • Uncanny Dodge: This ability may be taken multiple times. The first selection of this ability gives the brawler the Uncanny Dodge ability. The second selection gives the brawler the Improved Uncanny Dodge ability.

Advanced Unarmed Combat: At 10th level, a brawler learns to manipulate items not normally intended to be weapons with greater skill. The brawler may now used improvised weapons as reach weapons according to their size. Items with many protrusions or holes (like a ladder or chair) grant a +2 bonus to disarm attempts, while objects with large flat surfaces (like tables) can become improvised shields.

In addition, the brawler has learned how to control his reactions well enough that he can deflect arrows. He gains the Deflect Arrows feat (even if he does not normally qualify for the feat), usable while unarmed, fighting with gauntlets, or wielding an improvised weapon. The brawler's unarmed strike damage and attacks while wielding a gauntlet increases to 1d10.

Improved Evasion: At 11th level, the brawler gains the Improved Evasion ability. This works as the Evasion ability, detailed above, except that even on a failed save, the brawler only takes half damage.

Defensive Roll: At 14th level, the brawler gains the ability to survive even the most dangerous effects. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat, the brawler can attempt to roll with the damage. To use this ability, he makes a Reflex saving throw (DC=damage dealt). If this save succeeds, he only takes half the damage. If it fails, he takes full damage. He must be aware of the attack and be able to react to it to use this ability. In addition, the brawler's Evasion ability does not apply to this instance.

Greater Unarmed Combat: At 15th level, the brawler's prowess with improvised weaponry has increased to staggering levels. He deals an additional 1d8 points of damage while attacking with an improvised weapon, instead of the usual 1d4.

In addition, the brawler has learned how to force an opponent to overextend themself in combat. He gains the use of the Robilar's Gambit feat, usable only while unarmed, using gauntlets, or using an improvised weapon. His unarmed strike damage and attacks while wielding a gauntlet increases to 2d6.

Surperior Unarmed Combat: At 20th level, the brawler's prowess with improvised weapons increases to terrifying proportions. He now deals an extra 1d12 points of damage while using an improvised weapon, instead of 1d8.

In addition, the brawler knows how to strike the most critical parts of an opponent. He gains the Crushing Strike and Brutal Strike feats, usable only while unarmed, fighting with gauntlets, or using an improvised weapon. His unarmed strike damage and attacks while wielding a gauntlet increases to 2d10.

Brawler Progression

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Basic Unarmed Combat
2nd +2 +3 +0 +0 Dirty Fighting (+1d6), Stunning Fist
3rd +3 +3 +1 +1 Dodge
4th +4 +4 +1 +1 -
5th +5 +4 +1 +1 Dirty Fighting (+2d6), Improved Unarmed Combat, Mobility
6th +6/+1 +5 +2 +2 Evasion
7th +7/+2 +5 +2 +2 -
8th +8/+3 +6 +2 +2 Dirty Fighting (+3d6)
9th +9/+4 +6 +3 +3 Special Ability
10th +10/+5 +7 +3 +3 Advanced Unarmed Combat
11th +11/+6/+1 +7 +3 +3 Dirty Fighting (+4d6), Improved Evasion
12th +12/+7/+2 +8 +4 +4 Special Ability
13th +13/+8/+3 +8 +4 +4 -
14th +14/+9/+4 +9 +4 +4 Dirty Fighting (+5d6), Defensive Roll
15th +15/+10/+5 +9 +5 +5 Greater Unarmed Combat, Special Ability
16th +16/+11/+6/+1 +10 +5 +5 -
17th +17/+12/+7/+2 +10 +5 +5 Dirty Fighting (+6d6)
18th +18/+13/+8/+3 +11 +6 +6 Special Ability
19th +19/+14/+9/+4 +11 +6 +6 -
20th +20/+15/+10/+5 +12 +6 +6 Dirty Fighting (+7d6), Surperior Unarmed Combat
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