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[[Category:Epic Path]][[Category:Character Classes]][[Category:Brawler]]
[[Category:Epic Path]][[Category:Character Classes]][[Category:Brawler]]
[[Image:Brawler_8.png|400px|right|BAM! On the button!]]
[[Image:Brawler_8.png|400px|right|BAM! On the button!]]
__NOTOC__
<div class="toclimit-2" style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
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 her enemies.  Brawlers can be found anywhere, and come in all genders, races and walks of life.  Brawlers learn their trade through hard knocks, and often hard living or hard drinking.  Despite this lack of formal training, brawlers should not be underestimated, as their techniques have been specifically designed for maximum effectiveness.
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 which offer them an excellent selection of damage and disabling maneuvers.
'''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.
'''Alignment:''' Any.
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'''Starting Wealth:''' 250 gp
'''Starting Wealth:''' 250 gp


'''Skill Ranks per Level:''' 6 + Int modifier.
=====Recommended Ability Score Priority:=====
 
'''Recommended Ability Score Priority:'''
:* '''''Strength:''''' primary; used for to-hit, damage
:* '''''Strength:''''' primary; used for to-hit, damage
:* '''''Constitution:''''' secondary; used to improve your durability, fort saves
:* '''''Constitution:''''' secondary; used to improve your durability, fort saves
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:* '''''Wisdom:''''' low priority.
:* '''''Wisdom:''''' low priority.


=== Favored Class: Brawler ===
=====Base To-Hit:=====
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 level 1 in the [[#Class Progression: Brawler|Class Progression: Brawler]] table, below.
: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).


{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="98%"
: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, haymaker, and counterstrike).  As a result, while a brawler ''can'' enhance their armor class with a shield (if they first spend a feat to become proficient with a shield), it will prevent them from using many of their class features, and is therefore not recommended.
 
<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, haymaker, and counterstrike).  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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[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== 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%"
|-  
|-  
! width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || width="145" colspan="2" style="{{class-gradient|brawler}}" | To-Hit || width="70" rowspan="2" style="{{class-gradient|brawler}}" | Fort || width="70" rowspan="2" style="{{class-gradient|brawler}}" | Ref || width="70" rowspan="2" style="{{class-gradient|brawler}}" | Will || width="70" rowspan="2" style="{{class-gradient|brawler}}" | Base AC || rowspan="2" style="{{class-gradient|brawler}}" | Class Bailiwick || rowspan="2" style="{{class-gradient|brawler}}" | Linked Skill
! 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]]
|}
 
=== 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, Counterstrike, and Haymaker).  Circumstance bonuses always stack with other circumstance bonuses.
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
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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;"
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! width="25" | BAB || width="110" | Full Attack
! 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
|-
|-
! Fav
! align="center" | 1st
| +0 || 4 attacks || +2 || +2 || +0 || 10 || [[Warfare]] || [[Knowledge (Engineering)]]
| &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_.28Su.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 || [[#Counterstrike_.28Ex.29|Counterstrike]], [[#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_.28Ex.29|Eyes on the Target]]
|-
|}
|}


=== Class Progression: Brawler ===
{{ClassProficiency|Brawler}}


{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="98%"
=== 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]], [[#Counterstrike_.28Ex.29|Counterstrike]], 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, counterstrike, or haymaker).  As a result, this is not recommended.
 
In order to perform an attack, the brawler must either have one hand free or be wielding a weapon.  If the brawler is carrying something that requires both their hands, they cannot attack.
 
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 [[#Counterstrike_.28Ex.29|Counterstrike]] brawler special attack at level 2, and 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.
 
* 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).
}}
 
{{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.
 
This attack may also be used when the brawler makes attacks of opportunity at level 1.
}}
</div>
 
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.
 
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
|- style="{{class-gradient|brawler}}"
! width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || colspan="2" style="{{class-gradient|brawler}}" | BAB || colspan="2" style="{{class-gradient|brawler}}" | Fort || colspan="2" style="{{class-gradient|brawler}}" | Ref || colspan="2" style="{{class-gradient|brawler}}" | Will || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Jab || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Cross || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Haymaker || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Counterstrike || rowspan="2" style="{{class-gradient|brawler}}" | Special
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker || width="90" | Counterstrike  
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! width="25" | &#916; || width="110" | Total || width="25" | &#916; || width="35" | Total || width="25" | &#916; || width="35" | Total || width="25" | &#916; || width="35" | Total
|-
|-
! 1st
! 1st
| {{PlayerHiBab|1}} || {{PlayerStrongSave|1}} || {{PlayerStrongSave|1}} || {{PlayerWeakSave|1}} || 1d8 || 2d8 || - || - || Align="Left" | [[#Jab_.28Ex.29|Jab]], [[#Cross_.28Ex.29|Cross]], [[#Brutish_Strength_.28Su.29|Brutish Strength]], [[#Improved_Unarmed_Strike_.28Ex.29|Improved Unarmed Strike]], [[#Bare_Knuckles_.28Ex.29|Bare Knuckles]]
| 1d8 || 2d8 || - || -
|-  
|-
! 2nd
! 2nd
| {{PlayerHiBab|2}} || {{PlayerStrongSave|2}} || {{PlayerStrongSave|2}} || {{PlayerWeakSave|2}} || 1d8 || 2d8 || - || 2d12 || Align="Left" | [[#Counterstrike_.28Ex.29|Counterstrike]], [[#Thick_Skinned_.28Ex.29|Thick-Skinned]], [[#Snatch_and_Throw_.28Ex.29|Snatch and Throw]]
| 1d8 || 2d8 || - || 2d12
|-
|-
! 3rd
! 3rd
| {{PlayerHiBab|3}} || {{PlayerStrongSave|3}} || {{PlayerStrongSave|3}} || {{PlayerWeakSave|3}} || 1d8 || 2d8 || - || 2d12 || Align="Left" | [[#Evasion_.28Ex.29|Evasion]], [[#Stick_and_Move_.28Ex.29|Stick and Move]] 2/-
| 1d8 || 2d8 || - || 2d12
|-  
|-
! 4th
! 4th
| {{PlayerHiBab|4}} || {{PlayerStrongSave|4}} || {{PlayerStrongSave|4}} || {{PlayerWeakSave|4}} || 1d8 || 2d8 || - || 2d12 || Align="Left" | [[#Eyes_on_the_Target_.28Ex.29|Eyes on the Target]], [[#Power_Attack_.28Ex.29|Power Attack]]
| 1d8 || 2d8 || - || 2d12
|-
|-
! 5th
! 5th
| {{PlayerHiBab|5}} || {{PlayerStrongSave|5}} || {{PlayerStrongSave|5}} || {{PlayerWeakSave|5}} || 1d8 || 2d8 || 2d12 || 2d12 || Align="Left" | [[#Haymaker.2A_.28Ex.29|Haymaker]], [[#Dirty_Fighting_.28Ex.29|Dirty Fighting]]
| 1d8 || 2d8 || - || 2d12
|-  
|}
</div>
 
=== Brutish Strength (Su) ===
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 2d8 Jab adds double the brawler's Strength modifier to the damage, a 3d8 Cross adds triple the brawler's Strength modifier to the damage, a 3d12 Counterstrike adds triple the brawler's Strength modifier to the damage, and an 8d12 Haymaker adds eight times the brawler's Strength modifier to the damage. 
 
As with all unarmed strikes, a brawler's attacks critically threaten only on a natural 20 on the to-hit die, and their critical multiplier is x2. However, a brawler's critical strikes are unusual, since they do '''''not''''' multiply their Strength modifier. Only the dice of the attack, and any enhancement bonus they might have, are doubled. The Strength modifier, already a multiple of the dice being rolled, is '''''not''''' increased by a critical hit. This means that a brawler's critical hits are somewhat less impressive than a critical hit made by some other damage-based class (like a rogue). They make up for this by having all their non-critical attacks be quite impressive, instead.
 
The brawler loses use of ''Brutish Strength'' if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Counterstrike (Ex) ===
At 2nd level, the brawler grows more skilled at punishing opponents who give them an opening, adding an additional Brawler Special Attack to their repertoire. They may use the Counterstrike special attack when performing an attack of opportunity, instead of their Cross special attack.
 
<div style="margin-left:2em;">
{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=Counterstrike (Ex)|
Beginning at 2nd level, the brawler may use Counterstrike instead of Cross for their attacks of opportunity. If Counterstrike hits, it deals damage equal to the amount listed in the [[#Brawler_Special_Attack_Damage|Brawler Special Attack Damage]] table, plus the brawler's [[#Brutish_Strength_.28Ex.29|Brutish Strength]] bonus. This attack may ''only'' be used for attacks of opportunity, and may not be used as part of a normal attack action. It may be used as many times per round as the brawler's available opportunity attacks (typically 1, unless they have [[Combat Reflexes (Feat)|Combat Reflexes]]), but only when an enemy creature provokes an attack of opportunity from the brawler.
}}
</div>
 
The brawler loses use of this special attack if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Thick Skinned (Ex) ===
Beginning at 2nd level, Brawlers add half their Constitution modifier (round down, minimum 1) to their AC as a [[dodge bonus]]. Dodge bonuses stack with any other bonuses to armor class the brawler may acquire (including other Dodge bonuses).  This bonus is '''''not''''' added to the brawler's [[maneuver defense]].
 
In addition, brawlers that are made [[flat-footed]], [[wobbly]], or [[helpless]] do not suffer the -4 penalty to AC that these conditions normally apply (though all the other negative effects still apply).
 
=== Stick and Move I (Ex) ===
Beginning at 3rd level, the brawler gains two points of Damage Resistance (DR 2/-) at all times during a combat encounter.  Subtract 2 points from the damage the brawler takes each time they are dealt physical damage from any source.  Attacks that inflict energy damage or {{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, brawler's 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 Strength modifier.
 
=== Eyes on the Target (Ex) ===
Brawlers may not be sophisticated artists, but they are unmatched at keeping a gimlet gaze fixed unerringly on their foes in battle.  Beginning at 5th level, at any time while their [[#Stick_and_Move_I_.28Ex.29|Stick and Move]] class feature is active, the Brawler may add a +4 training bonus to [[Perception]] rolls to target foes who are hidden, concealed, stealthed, etc.  This bonus to perception cannot be used for any other purpose than targeting a foe.
 
The brawler may make this check once per round as a [[free action]] per creature they are attempting to attack, if the creature(s) have some form of concealment or stealth. If the brawler fails the check, they suffer the miss chance as normal against that creature.  If they succeed, all of their attacks against that creature ignore the miss chance until the start of their next turn.
 
The DC of this perception check is either the target's [[Stealth]] result, or, if one is not available, an [[Skill DC|Average DC]] for the CR of the foe if the Brawler is trying to overcome partial concealment (20% miss chance), or a [[Skill DC|Hard DC]] for the CR of the foe if the Brawler is trying to overcome total concealment (50% miss chance).
 
This power does not affect the to-hit penalties caused by foes with cover.  You still SEE them, but you still have to punch around (or through) the cover as normal.
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
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== Intrepid Brawler (Levels 6 - 10) ==
{| 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]], [[#Retaliation_.28Ex.29|Retaliation]]
|-
! 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]]
|-
|}
 
{{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 [[#Counterstrike_.28Ex.29|Counterstrike]]).
 
<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, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level).  This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.
 
:{| 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 || width="90" | Counterstrike
|-
! 6th
! 6th
| {{PlayerHiBab|6}} || {{PlayerStrongSave|6}} || {{PlayerStrongSave|6}} || {{PlayerWeakSave|6}} || 1d8 || 2d8 || 2d12 || 2d12 || Align="Left" | [[#Stick_and_Move_.28Ex.29|Stick and Move]] 3/-, [[#Footwork_.28Ex.29|Footwork]]
| 1d8 || 2d8 || 2d12 || 2d12
|-
|-
! 7th
! 7th
| {{PlayerHiBab|7}} || {{PlayerStrongSave|7}} || {{PlayerStrongSave|7}} || {{PlayerWeakSave|7}} || 1d8 || 2d8 || 3d12 || 2d12 || Align="Left" | [[#Rude_Vitality_.28Ex.29|Rude Vitality I]]
| 1d8 || 2d8 || 3d12 || 2d12
|-  
|-
! 8th
! 8th
| {{PlayerHiBab|8}} || {{PlayerStrongSave|8}} || {{PlayerStrongSave|8}} || {{PlayerWeakSave|8}} || 1d8 || 3d8 || 3d12 || 3d12 || Align="Left" | [[#Brutal_Precision_.28Ex.29|Brutal Precision]]
| 1d8 || 3d8 || 3d12 || 3d12
|-
|-
! 9th
! 9th
| {{PlayerHiBab|9}} || {{PlayerStrongSave|9}} || {{PlayerStrongSave|9}} || {{PlayerWeakSave|9}} || 1d8 || 3d8 || 4d12 || 3d12 || Align="Left" | [[#Stick_and_Move_.28Ex.29|Stick and Move]] 4/-
| 1d8 || 3d8 || 4d12 || 3d12
|-  
|-
! 10th
! 10th
| {{PlayerHiBab|10}} || {{PlayerStrongSave|10}} || {{PlayerStrongSave|10}} || {{PlayerWeakSave|10}} || 1d8 || 3d8 || 4d12 || 3d12 || Align="Left" | [[#Fear_Itself_.28Ex.29|Fear Itself]]
| 1d8 || 3d8 || 4d12 || 3d12
|}
</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.
 
=== Retaliation (Ex) ===
At 7th level, up to once per round, if the brawler provokes an attack of opportunity as a result of their movement, they may make an immediate [[#Counterstrike_.28Ex.29|Counterstrike]] against the enemy who swung on them as a bonus attack.  This Counterstrike does not count against the Brawler's available attacks of opportunity for the round.  The brawler may only use this ability if the enemy actually makes their attack of opportunity and hits the brawler.  Smart enemies might decide they're better served just letting the Brawler move where ever they want.
 
The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
 
=== Stick and Move II (Ex) ===
If you do not already have the ''Stick and Move'' class feature, you gain it at 8th level. See [[#Stick_and_Move_I_.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}}
 
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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
|-
! align="center" | 11th
| &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]]
|-
! align="center" | 12th
| &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_.28Ex.29|Sudden Retaliation]]
|-
! align="center" | 13th
| &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_.28Ex.29|Tempered]]
|-
! align="center" | 14th
| &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]]
|-
! align="center" | 15th
| &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 || [[#Killer_Instincts_I_.28Ex.29|Killer Instincts I]]
|-
|}
 
{{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]], [[#Counterstrike_.28Ex.29|Counterstrike]], 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, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.
 
:{| 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 || width="90" | Counterstrike
|-
|-
! 11th
! 11th
| {{PlayerHiBab|11}} || {{PlayerStrongSave|11}} || {{PlayerStrongSave|11}} || {{PlayerWeakSave|11}} || 2d8 || 3d8 || 5d12 || 3d12 || Align="Left" | [[#Retaliation_.28Ex.29|Retaliation]]
| 2d8 || 3d8 || 5d12 || 3d12
|-  
|-
! 12th
! 12th
| {{PlayerHiBab|12}} || {{PlayerStrongSave|12}} || {{PlayerStrongSave|12}} || {{PlayerWeakSave|12}} || 2d8 || 3d8 || 5d12 || 3d12 || Align="Left" | [[#Stick_and_Move_.28Ex.29|Stick and Move]] 5/-
| 2d8 || 3d8 || 5d12 || 3d12
|-
|-
! 13th
! 13th
| {{PlayerHiBab|13}} || {{PlayerStrongSave|13}} || {{PlayerStrongSave|13}} || {{PlayerWeakSave|13}} || 2d8 || 3d8 || 6d12 || 3d12 || Align="Left" | [[#Tempered_.28Su.29|Tempered]]
| 2d8 || 3d8 || 6d12 || 3d12
|-  
|-
! 14th
! 14th
| {{PlayerHiBab|14}} || {{PlayerStrongSave|14}} || {{PlayerStrongSave|14}} || {{PlayerWeakSave|14}} || 2d8 || 3d8 || 6d12 || 3d12 || Align="Left" | [[#Rude_Vitality_.28Ex.29|Rude Vitality II]]
| 2d8 || 3d8 || 6d12 || 3d12
|-
|-
! 15th
! 15th
| {{PlayerHiBab|15}} || {{PlayerStrongSave|15}} || {{PlayerStrongSave|15}} || {{PlayerWeakSave|15}} || 2d8 || 4d8 || 7d12 || 4d12 || Align="Left" | [[#Stick_and_Move_.28Ex.29|Stick and Move]] 6/-
| 2d8 || 4d8 || 7d12 || 4d12
|-  
|}
</div>
 
=== 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]]).
 
=== Brutal Precision (Ex) ===
Even the wildest-swinging Brawler has a certain calculated menace to their attacks.  Beginning at 11th level, Brawlers auto-confirm critical threats.  The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Rude Vitality II (Ex) ===
At 12th level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier).  The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.
 
=== Sudden Retaliation (Ex) ===
If you do not already have the ''Retaliation'' class feature, you gain it at 12th level. See [[#Retaliation_.28Ex.29|Retaliation]] for details on how this works.
 
If you already have ''Retaliation'' from a previous Brawler experience tier, it improves at 12th level.  Retaliation is now usable up to twice per round, and can be used whether the enemy's attack of opportunity hits or misses.  The enemy must still actually attempt the attack of opportunity against you, however.
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Stick and Move III (Ex) ===
If you do not already have the ''Stick and Move'' class feature, you gain it at 13th level. See [[#Stick_and_Move_I_.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 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) ===
 
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_.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''.
 
=== Killer Instincts I (Ex)===
Beginning at 15th level, once per day as a [[swift action]], the brawler can declare their focus on an enemy creature they can perceive within 30 feet of their space.  Until the end of the encounter, or until the creature dies (whichever occurs first), the brawler gains a +1 [[circumstance bonus]] to-hit and +2 to damage (as [[bonus damage]]) with all attacks made against that creature, as long as they attack that creature at least twice each round (hit or miss), and they are using any of their brawler special attacks (i.e., Jab, Cross, Counterstrike, or Haymaker).  While the brawler ''can'' make attacks that do not include their focused target, only attacks made against their focused target receive these bonuses.  The bonus damage provided by ''Killer Instincts'' is not multiplied on a critical hit.
 
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== Undaunted Brawler (Levels 16 - 20) ==
{| 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> [[#Brutal_Combo_I_.28Ex.29|Brutal Combo I]], [[#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]], [[#Toe_to_Toe_.28Ex.29|Toe to Toe]]
|-
! 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 || [[#Killer_Instincts_II_.28Ex.29|Killer Instincts II]]
|-
|}
 
{{ClassProficiency|Brawler}}
 
=== 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]], [[#Counterstrike_.28Ex.29|Counterstrike]], and [[#Haymaker_.28Ex.29|Haymaker]]).
 
<div style="margin-left:1.5em">
==== Brawler Special Attack Damage (Undaunted Tier) ====
When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.
 
:{| 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 || width="90" | Counterstrike
|-
! 16th
! 16th
| {{PlayerHiBab|16}} || {{PlayerStrongSave|16}} || {{PlayerStrongSave|16}} || {{PlayerWeakSave|16}} || 2d8 || 4d8 || 7d12 || 4d12 || Align="Left" | [[#Seize_the_Initiative_.28Ex.29|Seize the Initiative]]
| 2d8 || 4d8 || 7d12 || 4d12
|-
|-
! 17th
! 17th
| {{PlayerHiBab|17}} || {{PlayerStrongSave|17}} || {{PlayerStrongSave|17}} || {{PlayerWeakSave|17}} || 2d8 || 4d8 || 8d12 || 4d12 || Align="Left" | [[#Toe_to_Toe_.28Ex.29|Toe to Toe]]
| 2d8 || 4d8 || 8d12 || 4d12
|-  
|-
! 18th
! 18th
| {{PlayerHiBab|18}} || {{PlayerStrongSave|18}} || {{PlayerStrongSave|18}} || {{PlayerWeakSave|18}} || 2d8 || 4d8 || 8d12 || 4d12 || Align="Left" | [[#Stick_and_Move_.28Ex.29|Stick and Move]] 7/-
| 2d8 || 4d8 || 8d12 || 4d12
|-
|-
! 19th
! 19th
| {{PlayerHiBab|19}} || {{PlayerStrongSave|19}} || {{PlayerStrongSave|19}} || {{PlayerWeakSave|19}} || 2d8 || 4d8 || 9d12 || 4d12 || Align="Left" | [[#Ground_and_Pound_.28Ex.29|Ground and Pound]]
| 2d8 || 4d8 || 9d12 || 4d12
|-  
|-
! 20th
! 20th
| {{PlayerHiBab|20}} || {{PlayerStrongSave|20}} || {{PlayerStrongSave|20}} || {{PlayerWeakSave|20}} || 2d8 || 4d8 || 9d12 || 4d12 || Align="Left" | [[#Punishing_Counterstrikes_.28Ex.29|Punishing Counterstrikes]]
| 2d8 || 4d8 || 9d12 || 4d12
|}
</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]]).
 
=== Brutal Combo I (Ex) ===
In the early portions of their career, brawlers concentrate on maneuvering among their enemies and delivering the most telling blow possible.  Yes, when a Brawler plants their feet and delivers a full attack upon a foe they certainly feel it, but it has never been the brawler's focus.  However, after considerable amounts of... 'life experience', brawlers are finally able to rectify that lack.  They begin to appreciate the power of massed punches, the savage power and flowing rhythm of combination blows, and begin to balance out their footwork with pure, bludgeoning power.
 
At 16th level, the Brawler becomes adept at injuring foes they strike.  If a brawler hits an enemy with two [[#Cross_.28Ex.29|Cross]] attacks in the same round, they may roll their [[#Jab_.28Ex.29|Jab]] base damage as [[precision damage]] and apply it to the last Cross they landed.  This precision damage is the Jab damage dice only, and does not include the Brawler's strength or any other bonuses.  Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Seize the Initiative (Ex) ===
Although not known for being especially quick, once they reach 16th level, Brawlers gain the uncanny ability to seize the initiative in a fight.  Once per day, after the referee begins to count down the initiative for the first time in a given encounter, the brawler may declare that their initiative is one higher than that of any single enemy creature present in the encounter (or any single group of enemy creatures present in the encounter that are sharing the same initiative number).  Once chosen, their initiative is moved to that spot in the order. 
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Rude Vitality III (Ex) ===
At 17th level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier).  The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.
 
=== Stick and Move IV (Ex) ===
If you do not already have the ''Stick and Move'' class feature, you gain it at 18th level. See [[#Stick_and_Move_I_.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''.
 
=== Punishing Counterstrikes (Ex) ===
At 18th level, the Brawler may use a [[#Haymaker_.28Ex.29|Haymaker]] for one Attack of Opportunity per round.  Punishing Counterstrikes does not count as having used Haymaker for the round.
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Ground and Pound (Ex) ===
At 19th level, when a brawler begins their turn in control of a [[grapple]], they can perform a damage action using [[#Haymaker_.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.
 
=== Toe to Toe (Ex) ===
At 19th level, the brawler permanently adds +1 to-hit to their third attack in a full attack action (their third-highest BAB attack), and +2 to-hit to their fourth attack in a full attack action (their lowest-BAB attack).
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Killer Instincts II (Ex)===
If you do not already have the ''Killer Instincts'' class feature, you gain it at 20th level. See [[#Killer_Instincts_I_.28Ex.29|Killer Instincts I]] for details on how this works.
 
If you already have the ''Killer Instincts'' class feature, you may now use it up to twice per day.  Furthermore, the [[bonus damage]] dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the ''Killer Instincts'' class feature you already have.  Bonus damage is not multiplied on a critical hit.
 
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== Valorous Brawler (Levels 21 - 25) ==
{| 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> [[#Brutal_Combo_II_.28Ex.29|Brutal Combo II]], [[#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]], [[#Aggressive Retaliation (Ex)|Aggressive Retaliation]]
|-
! 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]], [[#On_The_Button_.28Ex.29|On The Button]]
|-
! 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 || [[#Killer_Instincts_III_.28Ex.29|Killer Instincts III]]
|-
|}
 
{{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.
 
=== Bare Knuckles (Valorous Tier) ===
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]], [[#Counterstrike_.28Ex.29|Counterstrike]], 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, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level).  This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.
 
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|brawler}}"
|- style="{{class-gradient|brawler}}"
! width="30" rowspan="2" style="{{class-gradient|brawler}}" | Level || colspan="2" style="{{class-gradient|brawler}}" | BAB || colspan="2" style="{{class-gradient|brawler}}" | Fort || colspan="2" style="{{class-gradient|brawler}}" | Ref || colspan="2" style="{{class-gradient|brawler}}" | Will || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Jab || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Cross || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Haymaker || width="90" rowspan="2" style="{{class-gradient|brawler}}" | Counterstrike || rowspan="2" style="{{class-gradient|brawler}}" | Special
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker || width="90" | Counterstrike  
|- style="{{linear-gradient|bottom|#ffdead, #c2b280}}; color: #3d0e0b;"
! width="25" | &#916; || width="110" | Total || width="25" | &#916; || width="35" | Total || width="25" | &#916; || width="35" | Total || width="25" | &#916; || width="35" | Total
|-
|-
! 21st
! 21st
| {{PlayerHiBab|21}} || {{PlayerStrongSave|21}} || {{PlayerStrongSave|21}} || {{PlayerWeakSave|21}} || 3d8 || 4d8 || 10d12 || 4d12 || Align="Left" | [[#Brutal_Combo_I:_Fast_Combo_.28Ex.29|Brutal Combo I]], [[#Rude_Vitality_.28Ex.29|Rude Vitality III]], [[#Stick_and_Move_.28Ex.29|Stick and Move]] 8/-
| 3d8 || 4d8 || 10d12 || 4d12
|-  
|-
! 22nd
! 22nd
| {{PlayerHiBab|22}} || {{PlayerStrongSave|22}} || {{PlayerStrongSave|22}} || {{PlayerWeakSave|22}} || 3d8 || 5d8 || 10d12 || 5d12 || Align="Left" | [[#Burly_.28Ex.29|Burly]]
| 3d8 || 5d8 || 10d12 || 5d12
|-
|-
! 23rd
! 23rd
| {{PlayerHiBab|23}} || {{PlayerStrongSave|23}} || {{PlayerStrongSave|23}} || {{PlayerWeakSave|23}} || 3d8 || 5d8 || 11d12 || 5d12 || Align="Left" | [[#On_The_Button_.28Ex.29|On The Button]]
| 3d8 || 5d8 || 11d12 || 5d12
|-  
|-
! 24th
! 24th
| {{PlayerHiBab|24}} || {{PlayerStrongSave|24}} || {{PlayerStrongSave|24}} || {{PlayerWeakSave|24}} || 3d8 || 5d8 || 11d12 || 5d12 || Align="Left" | [[#Bat_Away_.28Su.29|Bat Away]], [[#Stick_and_Move_.28Ex.29|Stick and Move]] 9/-
| 3d8 || 5d8 || 11d12 || 5d12
|-
|-
! 25th
! 25th
| {{PlayerHiBab|25}} || {{PlayerStrongSave|25}} || {{PlayerStrongSave|25}} || {{PlayerWeakSave|25}} || 3d8 || 5d8 || 12d12 || 5d12 || Align="Left" | [[#Brutal_Combo_II:_Ripping_Cross_.28Ex.29|Brutal Combo II]]
| 3d8 || 5d8 || 12d12 || 5d12
|-  
|}
</div>
 
=== Brutish Strength (Valorous Tier) ===
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]]).
 
=== Brutal Combo II (Ex) ===
If you do not already have the ''Brutal Combo'' class feature, you gain it at 21st level. See [[#Brutal_Combo_I_.28Ex.29|Brutal Combo I]] for details on how this works.
 
If you already have the ''Brutal Combo'' class feature from a previous Brawler experience tier, the [[precision damage]] it deals when you successfully hit a foe with at least two [[#Cross_.28Ex.29|Cross]] attacks in the same round increases by one step on the following progression, beginning at 21st level:
 
:: [[#Jab_.28Ex.29|Jab]] &rarr; [[#Cross_.28Ex.29|Cross]] &rarr; [[#Counterstrike_.28Ex.29|Counterstrike]] &rarr; [[#Haymaker_.28Ex.29|Haymaker]]
 
For example, if this is the second tier of the Brawler class that you have taken that included the Brutal Combo class feature, you would inflict the base dice damage of a Cross attack as precision damage, added to the damage of your second Cross attack against the target creature this round.
 
As before, the precision damage dealt is the base dice damage of these attacks only, and does not include the Brawler's strength or any other bonuses. Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.
 
=== Bat Away I (Ex) ===
Beginning at 21st level, after the brawler has been hit by a melee attack, but before the damage is resolved, they may spend their [[immediate action]] to make a [[Might]] skill check versus the attacking enemy's [[Maneuver Defense]].  If the Might check equals or exceeds this target DC, the melee attack deals only half damage to the brawler.  If the Might check is less than the target's Maneuver Defense, the 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.
 
=== Aggressive Retaliation (Ex) ===
If you do not already have the ''Retaliation'' class feature, you gain it at 22nd level. See [[#Retaliation_.28Ex.29|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_.28Ex.29|Sudden Retaliation]] class feature, you gain it at 22nd level.
 
If you already have both the ''Retaliation'' and ''Sudden Retaliation'' class features from previous Brawler experience tiers, your ability to retaliate against enemies making attacks of opportunity against you improves again at 22nd level.  Retaliation is now usable any time an enemy makes an attack of opportunity against you, regardless of whether the enemy's attack of opportunity hits or misses.  The enemy must still actually attempt the attack of opportunity against you, however.
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Stick and Move V (Ex) ===
If you do not already have the ''Stick and Move'' class feature, you gain it at 23rd level. See [[#Stick_and_Move_I_.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 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_.28Ex.29|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_.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''.
 
=== On The Button (Ex) ===
The Brawler is adept at landing punches, even ones that didn't look like they had much of a prayer.
 
If you do not already have the ''Toe to Toe'' class feature, you gain it at 24th level.  See [[#Toe_to_Toe_.28Ex.29|Toe to Toe]] for details on how this works.
 
If you already have ''Toe to Toe'' from a previous Brawler experience tier, you permanently add an additional +1 to-hit to your third attack in a full attack action (your third-highest BAB attack), and +2 to-hit to your fourth attack in a full attack action (your lowest-BAB attack).  These bonuses stack with all other versions of this power (Toe to Toe and [[#Find_the_Range_.28Ex.29|Find the Range]]).
 
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.
 
=== Killer Instincts III (Ex)===
If you do not already have the ''Killer Instincts I'' class feature, you gain it at 25th level. See [[#Killer_Instincts_I_.28Ex.29|Killer Instincts I]] for details on how this works.
 
If you already have ''Killer Instincts I'' from a previous Brawler experience tier, but do not already have the [[#Killer_Instincts_II_.28Ex.29|Killer Instincts II]] class feature, you gain it at 25th level.
 
If you already have both the ''Killer Instincts I'' and ''Killer Instincts II'' class features from previous Brawler experience tiers, you may now use it once per encounter.  Furthermore, the [[bonus damage]] dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the ''Killer Instincts'' class feature(s) you already have.  Bonus damage is not multiplied on a critical hit.
 
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[[File: Page-divider-1.png|center|frameless|400px|]]
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== 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> [[#Brutal_Combo_III_.28Ex.29|Brutal Combo III]], [[#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}}
 
=== 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]], [[#Counterstrike_.28Ex.29|Counterstrike]], and [[#Haymaker_.28Ex.29|Haymaker]]).
 
<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, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.
 
:{| 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 || width="90" | Counterstrike
|-
! 26th
! 26th
| {{PlayerHiBab|26}} || {{PlayerStrongSave|26}} || {{PlayerStrongSave|26}} || {{PlayerWeakSave|26}} || 3d8 || 5d8 || 12d12 || 5d12 || Align="Left" | [[#Sucker_Punch_.28Ex.29|Sucker Punch]]
| 3d8 || 5d8 || 12d12 || 5d12
|-
|-
! 27th
! 27th
| {{PlayerHiBab|27}} || {{PlayerStrongSave|27}} || {{PlayerStrongSave|27}} || {{PlayerWeakSave|27}} || 3d8 || 6d8 || 13d12 || 6d12 || Align="Left" | [[#Core_Like_The_Earth_.28Ex.29|Core Like The Earth]], [[#Stick_and_Move_.28Ex.29|Stick and Move]] 10/-
| 3d8 || 6d8 || 13d12 || 6d12
|-  
|-
! 28th
! 28th
| {{PlayerHiBab|28}} || {{PlayerStrongSave|28}} || {{PlayerStrongSave|28}} || {{PlayerWeakSave|28}} || 3d8 || 6d8 || 13d12 || 6d12 || Align="Left" | [[#Find_The_Range_.28Ex.29|Find the Range]], [[#Rude_Vitality_.28Ex.29|Rude Vitality IV]]
| 3d8 || 6d8 || 13d12 || 6d12
|-
|-
! 29th
! 29th
| {{PlayerHiBab|29}} || {{PlayerStrongSave|29}} || {{PlayerStrongSave|29}} || {{PlayerWeakSave|29}} || 3d8 || 6d8 || 14d12 || 6d12 || Align="Left" | [[#Brutal_Combo_III:_Tearing_Counter_.28Ex.29|Brutal Combo III]]
| 3d8 || 6d8 || 14d12 || 6d12
|-  
|-
! 30th
! 30th
| {{PlayerHiBab|30}} || {{PlayerStrongSave|30}} || {{PlayerStrongSave|30}} || {{PlayerWeakSave|30}} || 3d8 || 6d8 || 14d12 || 7d12 || Align="Left" | [[#Gliding_Steps_.28Ex.29|Gliding Steps]], [[#Stick_and_Move_.28Ex.29|Stick and Move]] 11/-
| 3d8 || 6d8 || 14d12 || 7d12
|-
! 31st
| {{PlayerHiBab|31}} || {{PlayerStrongSave|31}} || {{PlayerStrongSave|31}} || {{PlayerWeakSave|31}} || 4d8 || 7d8 || 15d12 || 7d12 || Align="Left" | -
|-
! 32nd
| {{PlayerHiBab|32}} || {{PlayerStrongSave|32}} || {{PlayerStrongSave|32}} || {{PlayerWeakSave|32}} || 4d8 || 7d8 || 15d12 || 7d12 || Align="Left" | [[#Explosive_Power_.28Ex.29|Explosive Power]]
|-
! 33rd
| {{PlayerHiBab|33}} || {{PlayerStrongSave|33}} || {{PlayerStrongSave|33}} || {{PlayerWeakSave|33}} || 4d8 || 7d8 || 16d12 || 8d12 || Align="Left" | [[#Brutal_Combo_IV:_Blitzkrieg_.28Ex.29|Brutal Combo IV]], [[#Stick_and_Move_.28Ex.29|Stick and Move]] 12/-
|-
! 34th
| {{PlayerHiBab|34}} || {{PlayerStrongSave|34}} || {{PlayerStrongSave|34}} || {{PlayerWeakSave|34}} || 4d8 || 8d8 || 16d12 || 8d12 || Align="Left" | -
|-
! 35th
| {{PlayerHiBab|35}} || {{PlayerStrongSave|35}} || {{PlayerStrongSave|35}} || {{PlayerWeakSave|35}} || 4d8 || 8d8 || 17d12 || 9d12 || Align="Left" |  [[#Rude_Vitality_.28Ex.29|Rude Vitality V]]
|- style="{{class-gradient|brawler}}"
! 36th
! colspan="13" Align="center" | Apotheosis!
|}
|}
</div>


== Class Abilities ==
=== Brutish Strength (Mythic Tier) ===
=== Weapon and Armor Proficiency ===
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]]).
Brawlers are not proficient with any weapons except [[Unarmed Strike (Weapon)|Unarmed Strike]]s, [[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], and the [[Scizore (Weapon)|Scizore]]. The brawler is also proficient with the [[Mace, Light (Weapon)|Light Mace]], 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_.28Ex.29|Bare Knuckles]] class ability.


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.
=== Brutal Combo III (Ex) ===
If you do not already have the ''Brutal Combo'' class feature, you gain it at 26th level. See [[#Brutal_Combo_I_.28Ex.29|Brutal Combo I]] for details on how this works.


=== Natural Talent (Ex) ===
If you already have the ''Brutal Combo'' class feature from a previous Brawler experience tier, the [[precision damage]] it deals when you successfully hit a foe with at least two [[#Cross_.28Ex.29|Cross]] attacks in the same round increases by one step on the following progression, beginning at 26th level:
At 1st level, all characters receive two natural [[Natural Talent]] skills: one in their [[bailiwick skill]], and one in any other skill of their choice.  ''Natural talent'' allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses.  You may not select a skill for ''natural talent'' that you cannot put ranks into (such as a bailiwick skill not available to your class).  ''Natural talent'' skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.


All characters receive an additional ''natural talent'' skill at character (not class) levels 11, 21, and 31. Additional ''natural talents'' may also be gained through [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]].
:: [[#Jab_.28Ex.29|Jab]] &rarr; [[#Cross_.28Ex.29|Cross]] &rarr; [[#Counterstrike_.28Ex.29|Counterstrike]] &rarr; [[#Haymaker_.28Ex.29|Haymaker]]


=== Two-Weapon Fighting Restriction (Ex) ===
For example, if this is the third tier of the Brawler class that you have taken that included the Brutal Combo class feature, you would inflict the base dice damage of a Counterstrike attack as precision damage, added to the damage of your second Cross attack against the target creature this round.
Brawlers gain no benefits from 2-weapon fighting feats, and cannot use these feats to gain additional off-hand attacks.


=== Bare Knuckles (Ex) ===
As before, the precision damage dealt is the base dice damage of these attacks only, and does not include the Brawler's strength or any other bonuses. Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.
Brawlers make their primary melee attacks with their fists, or weapons based on their fists. They can never gain magical enhancement bonuses or weapon properties on their special brawler attacks from any source except their class weapons ([[Brass Knuckles (Weapon)|Brass Knuckles]], [[Cestus (Weapon)|Cestus]], and [[Scizore (Weapon)|Scizore]]). A brawler using unarmed strikes may use an [[Amulet of Mighty Fists]].   
 
=== 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 (Sorcerer/Wizard Spell)|Haste]] or any other spell, ability, or magic property that grants bonus attacks during a full attack.
 
=== Rude Vitality V (Ex) ===
At 27th level, the Brawler gains a +2 bonus to one of their physical ability scores (i.e., Strength, Dexterity, or Constitution), and therefore gains a +1 to that ability score's modifier. The brawler may never add more than a total of +4 to any one of these ability scores from the Rude Vitality class feature (for a maximum of +2 to the modifier)The ability points granted by Rude Vitality are permanent increases, and stack with any other increases or bonuses the character may possess.


When the brawler uses one of his class weapons, the normal rules for the damage done by those weapons is ignored and instead the brawler uses the damage for his special brawler attacks (see 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.
=== 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.   


A brawler may purchase only one weapon, and may choose to make any or all of his attacks with only that weapon.  A brawler may also purchase two weapons and wear one on each fist.  These weapons may be enchanted differently, to gain different effects.  When doing such a thing, the brawler must declare at the beginning of each combat round which weapon they are using, and moving to a second weapon in this way is described as 'fighting southpaw'.  Because that's just cool.
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.


A brawler may, as any other character, expend a feat to gain proficiency with a normal weapon and wield it as any other character might, and such a weapon may be enchanted in any way the brawler wishes, but no bonuses gained in such a way ever apply to their bare handed attacks. The Brawler may make standard attacks while holding an object in one hand, as long as one hand is empty. However, in order to make full attack actions using Brawler Unarmed Attacks, the Brawler must have both hands empty of any held objects.
=== 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.


=== Improved Unarmed Strike (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 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''.
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.)


=== Special Brawler Unarmed Attacks ===
=== Gliding Steps (Ex) ===
The brawler gets a selection of special attacks beginning at level 1, and gains new attacks at higher levels. These attacks may only be made when the brawler is using 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]]. With the exception of Haymaker, the brawler may use any of these attacks as often as they like, provided they have sufficient actions to do so. All attacks are [[attack action]]s and may be used with any attack during a full attack action.
The Brawler is adept at being in the right place at all times.
<div style="margin-left:2em;">
{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=Jab (Ex)|
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 as part of the attack, 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.  Note that this movement is part of the attack, not a separate move action. This movement provokes opportunity attacks as per normal movement.  Unlike other attacks which 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.


* Jabs which successfully hit deal 1d8 points of damage, plus the brawler's Brutish Strength bonus.  This damage increases to 2d8 damage at level 11, 3d8 at level 21, and 4d8 at level 31.
Beginning at 28th level, the Brawler adds ten feet to all of their movement types, whether gained innately, as a class feature, racial trait, from a feat, or via a magic item. Note especially that this adds ten feet to the movement gained from their Jab class feature.
* 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 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.)
* 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 they gain the ten feet of movement each time it is used.
}}


{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=Cross (Ex)|
=== Find The Range (Ex) ===
At 1st level, the brawler may use Cross as a melee attack against a target within reach. If the attack hits, it deals 2d8 points of damage plus the brawler's Brutish Strength bonus. This damage increases to 3d8 at level 8 and 4d8 at 15th. 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.
The brawler's uncanny ability to score effective punches improves.
}}


{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=Counterstrike (Ex)|
If you do not already have the ''Toe to Toe'' class feature, you gain it at 29th level.  See [[#Toe_to_Toe_.28Ex.29|Toe to Toe]] for details on how this works.  
At 2nd 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, plus the brawler's Brutish Strength bonus. This attack may only be used for attacks of opportunity, and may not be used as part of a normal attack action. It may be used as many times per round as the brawler's available opportunity attacks (typically 1, unless they have combat reflexes).
}}


{{Template:Boxtext|titlebackground={{linear-gradient|top|#ffdead, #c2b280}}|titleforeground=#3d0e0b|background=#FFFBE6|title=Haymaker (Ex)|
If you already have ''Toe to Toe'' from a previous Brawler experience tier, but do not already have the [[#On_the_Button_.28Ex.29|On the Button]] class feature, you gain it at 29th level.
At 5th 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, plus the brawler's Brutish Strength bonus, as with all his melee attacks. 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.  Abilities which grant additional attacks, such as [[Whirlwind Attack]], when led off with Haymaker, may not deal additional instances of Haymaker, but instead use Cross attacks on the secondary bonus strikes.
}}
</div>


=== Snatch and Throw (Ex) ===
If you already have both the ''Toe to Toe'' and ''On the Button'' class features from previous Brawler experience tiers, you permanently add an additional +1 to-hit to your third attack in a full attack action (your third-highest BAB attack), and +2 to-hit to your fourth attack in a full attack action (your lowest-BAB attack).  These bonuses stack with all other versions of this power (Toe to Toe and On the Button).
In keeping with their heritage as punching and roaring taproom terrors, Brawlers at second level gain the uncanny ability to snatch up improvised objects once per round as a standard action and throw them with frightening accuracy and force.  Such attacks inflict the Brawlers Jab damage with a range increment of ten feet and require the Brawler to have an appropriate object within reach (chairs, a mug, a backpack, etc).  For purposes of this ability, Brawlers are considered to have 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, 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 Brawlers Brutish Strength at a high enough level.
The brawler loses use of this class feature if they are wearing heavy armor, using a shield, or carrying a heavy load.


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 Strength modifier.
=== Killer Instincts IV (Ex)===
If you do not already have the ''Killer Instincts I'' class feature, you gain it at 30th level. See [[#Killer_Instincts_I_.28Ex.29|Killer Instincts I]] for details on how this works.


=== Brutish Strength (Su) ===
If you already have ''Killer Instincts I'' from a previous Brawler experience tier, but do not already have the [[#Killer_Instincts_II_.28Ex.29|Killer Instincts II]] class feature, you gain it at 30th level.
A Brawler's attacks with his special class weapons (unarmed, brass knuckles, cestus, and scizore) gain strength bonuses to damage per each die of the attack. Thus, a 2d8 Jab receives Strength bonus damage twice, a 3d8 Cross receives Strength bonus damage three times, a 3d12 Counterstrike receives Strength  bonus damage three times, and an 8d12 Haymaker receives Strength bonus damage eight times. Because of this bonus, Brawlers never increase their Strength damage as a result of a critical hit (though the base attack dice are still multiplied by the crit multiplier).  The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.


=== Pugilist (Ex) ===
If you already have both the ''Killer Instincts I'' and ''Killer Instincts II'' class features, but do not already have the [[#Killer_Instincts_III_.28Ex.29|Killer Instincts III]] class feature, you gain it at 30th level.
Brawlers may make all of their special class attacks (see below) with only one of their special class weapons (unarmed attacks, brass knuckles, cestus, or scizore). Alternately, they may use two of their class weapons, one on each hand, gaining all the effects of one of those weapons each round, and switching between the weapons at the beginning of each round.


The brawler using two weapons must declare each round whether they are fighting normally or southpaw, thus choosing which weapon they will use for their brawler class attacks that round.
If you already have ''Killer Instincts I'', ''Killer Instincts II'', and ''Killer Instincts III'' from previous Brawler experience tiers, you may now activate it as either a [[Swift Action]] or an [[Immediate Action]].  Furthermore, the [[bonus damage]] dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the ''Killer Instincts'' class feature(s) you already have.  Bonus damage is not multiplied on a critical hit.


In addition, a brawler's unarmed attacks are always treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.  As always, enhancement bonuses do not stack, but the brawler may choose which bonus they want to use.
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[[File: Page-divider-1.png|center|frameless|400px|]]
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=== Counterstrike (Ex) ===
== Legendary Brawler (Levels 31 - 35) ==
Beginning at 2nd level, Brawlers grow more skilled at punishing opponents who give them an opening. They may use the Counterstrike attack for Attacks of Opportunity, doing 2d12This damage increases to 3d12 at level 8, 4d12 at level 15, etc. (See Table: Brawler). The brawler adds his Brutish Strength bonuses to this damage.
{| 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" | 31st
| &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> [[#Brutal_Combo_IV_.28Ex.29|Brutal Combo IV]], [[#Bat_Away_II_.28Ex.29|Bat Away II]]
|-
! align="center" | 32nd
| &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]]
|-
! align="center" | 33rd
| &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]]
|-
! align="center" | 34th
| &emsp; +27 || &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +19 || &emsp; +19 || &emsp; +13 || &emsp; 10 || [[#Scrapyard_Ballista_.28Ex.29|Scrapyard Ballista]]
|-
! align="center" | 35th
| &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 || [[#Killer_Instincts_V_.28Ex.29|Killer Instincts V]]
|-
|}


In addition, if the brawler provokes an attack of opportunity as a result of attempting a [[Combat Maneuvers|Combat Maneuver]] (assuming they don't have the [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] feat), and their target actually attempts an attack of opportunity against them (whether it hits or misses), the brawler may respond to this with a bonus Counterstrike attack.  The bonus Counterstrike is resolved after the foe's attack of opportunity, and after the combat maneuver.  This Counterstrike does not count against the Brawler's available opportunity attacks for the round. 
{{ClassProficiency|Brawler}}


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


=== Thick Skinned (Ex) ===
=== Bare Knuckles (Legendary Tier) ===
Beginning at 2nd level, Brawlers gain half their CON mod (round down) to their AC. This AC bonus is untyped and stacks with any other sources of armor the brawler may acquire. 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).
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]], [[#Counterstrike_.28Ex.29|Counterstrike]], and [[#Haymaker_.28Ex.29|Haymaker]]).


=== Evasion (Ex) ===
<div style="margin-left:1.5em">
{{Evasion|level=3rd|class=brawler}}
==== Brawler Special Attack Damage (Legendary Tier) ====
When a Brawler throws a bare-knuckled punch (or is wielding one of the brawler class weapons), their single-minded devotion to their rude art lends that strike devastating power. As a Brawler gains experience and advances their level, their aura strengthens their own flesh into deadly weaponry, their knuckles able to pulverize bone, crush wood and rock, and even dent steel. The brawler's special attacks (i.e., jab, cross, counterstrike, and haymaker) deal the damage listed below, based on the brawler's character level (not class level). This means, even if this tier is the first tier you have taken as a brawler, you deal the damage listed below, not the damage listed for a previous tier.


=== Stick and Move (Ex) ===
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
Beginning at 3rd level, during combat, the brawler may spend a swift action to activate ''Stick and Move'', gaining DR 2/-. This DR increases by 1 every third level thereafter (ignoring fractions), to a maximum of +12 at 33rd. ''Stick and Move'' can be sustained each round after the first with a free action.  If the brawler is knocked [[Prone]] or subjected to any condition which reduces their available actions in a round, the ability is disrupted and ends until the brawler can re-activate it with another swift action. If the brawler attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The brawler may also end the ability at any time as a free action. The ability automatically ends when combat ends. While ''Stick and Move'' behaves like a stance, it is not one; the brawler may enter a stance while using ''Stick and Move''.
|- style="{{class-gradient|brawler}}"
! width="35" | Level || width="80" | Jab || width="80" | Cross || width="90" | Haymaker || width="90" | Counterstrike
|-
! 31st
| 4d8 || 7d8 || 15d12 || 7d12
|-
! 32nd
| 4d8 || 7d8 || 15d12 || 7d12
|-
! 33rd
| 4d8 || 7d8 || 16d12 || 8d12
|-
! 34th
| 4d8 || 8d8 || 16d12 || 8d12
|-
! 35th
| 4d8 || 8d8 || 17d12 || 9d12
|}
</div>


=== Eyes on the Target (Ex) ===
=== Brutish Strength (Legendary Tier) ===
Brawlers may not be sophisticated artists, but they are unmatched at keeping a gimlet gaze fixed unerringly on their foes in battleBeginning at 4th level, at any time while their Stick and Move ability is active, the Brawler may add a +4 training bonus to [[Perception]] rolls to target foes who are hidden, concealed, stealthed, etc.  This bonus to perception cannot be used for any other purpose than targeting a foe.
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 worksYou 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]]).


The brawler may make this check once per round as a free action per creature they are attempting to attack, if the creature(s) have some form of concealment or stealth. If they fail the check, they suffer the miss chance as normal against that creature. If they succeed, all of their attacks against that creature ignore the miss chance until the start of his next turn.
=== Brutal Combo IV (Ex) ===
If you do not already have the ''Brutal Combo'' class feature, you gain it at 31st level. See [[#Brutal_Combo_I_.28Ex.29|Brutal Combo I]] for details on how this works.


The DC of this perception check is either the target's [[Stealth]] result, or, if one is not available, an [[Skill DC|Average DC]] for the CR of the foe if the Brawler is trying to overcome partial concealment (20% miss chance), or a [[Skill DC|Hard DC]] for the CR of the foe if the Brawler is trying to overcome total concealment (50% miss chance).
If you already have the ''Brutal Combo'' class feature from a previous Brawler experience tier, the [[precision damage]] it deals when you successfully hit a foe with at least two [[#Cross_.28Ex.29|Cross]] attacks in the same round increases by one step on the following progression, beginning at 31st level:


This power does not affect the to-hit penalties caused by foes with cover. You still SEE them, but you still have to punch around (or through) the cover as normal.
:: [[#Jab_.28Ex.29|Jab]] &rarr; [[#Cross_.28Ex.29|Cross]] &rarr; [[#Counterstrike_.28Ex.29|Counterstrike]] &rarr; [[#Haymaker_.28Ex.29|Haymaker]]


The brawler loses use of this ability if they are wearing heavy armor, using a shield, or carrying a heavy load.
For example, if this is the fourth tier of the Brawler class that you have taken that included the Brutal Combo class feature, you would inflict the base dice damage of a Haymaker attack as precision damage, added to the damage of your second Cross attack against the target creature this round.


=== Power Attack (Ex) ===
As before, the precision damage dealt is the base dice damage of these attacks only, and does not include the Brawler's strength or any other bonuses. Precision damage is not multiplied on a critical hit, and many creatures that are immune to critical hits are also immune to precision damage.
Brawlers gain the [[Power Attack]] feat for free at 4th level. All Brawler attacks are classed as one-handed for purposes of power attack.


=== Dirty Fighting (Ex) ===
=== Bat Away II (Ex) ===
Beginning at 5th level, Brawlers deal their full Cross damage, including STR modifiers, and any feats, enhancement bonuses, etc. which are normally applied to their Cross damage, when successfully performing any combat maneuver. This is instead of the normal damage dealt by a combat maneuver (which would just be the base dice damage of a Cross).
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.


=== Footwork (Ex) ===
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).
At 6th level, brawlers gain [[Runner (Feat)]] as a bonus feat. The brawler loses all benefits of [[Runner (Feat)]] if they are wearing heavy armor, a shield or carrying a heavy load.


=== Rude Vitality (Ex) ===
=== Rude Vitality VI (Ex) ===
At 7th level, and every seven levels thereafter (i.e. 14th, 21st, 28th, 35th), the Brawler gains a permanent bonus Stat point. This must be spent on Str, Dex, or Con, and no more than two Rude Vitality points may be spent on any one of these.  These are separate from the stat points all classes gain from level advancement and stack with them in all ways.
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.


=== Brutal Precision (Ex) ===
=== Preemptive Retaliation (Ex) ===
Even the wildest-swinging Brawler has a certain calculated menace to his attacks.  Beginning at 8th level, Brawlers auto-confirm critical threats. The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
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.


=== Fear Itself (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.
Beginning at 10th 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 melee reach of the brawler. The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.


=== Retaliation (Ex) ===
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.
At 11th 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 they are wearing heavy armor, using a shield or carrying a heavy load.  The brawler may only use this ability if the enemy actually takes their attack of opportunity.  Smart enemies might decide they're better served just letting the Brawler move where ever he wants.


=== Tempered (Su) ===
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.
At 13th level, the Brawler can endure even surprising and unseen attacks with superhuman stamina.  If the Brawler takes damage while [[flat-footed]] or unaware of the attack, such as during a surprise round, from a trap, or from a sneak attack delivered from stealth, the damage they take is halved after his defenses (if any) are applied.  Tempered does not apply to attacks delivered from a flank, unless you are flat-footed via some other mechanismTempered can only reduce the damage from a single attack or trap effect each round, though the brawler may declare which attack they are applying Tempered against (after the attack roll but before the damage roll).  Note that a brawler can deliberately 'drop his guard' and declare himself to be flat-footed.  See the [[Flat-Footed]] condition for details.  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.


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


=== Toe to Toe (Ex) ===
=== Stick and Move VII (Ex) ===
At 17th level, when the Brawler performs a full attack, they add +1 to-hit to their attack with their lowest BAB (their third attack). The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
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.


=== Ground and Pound (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 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''.
At 19th level, when a brawler begins their turn in control of a grapple, they can make 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 ability if they are wearing heavy armor, using a shield or carrying a heavy load.


=== Punishing Counterstrikes (Ex) ===
=== Explosive Power (Ex) ===
At 20th level, the Brawler may use a [[#Haymaker_.28Ex.29|Haymaker]] for one Attack of Opportunity per roundPunishing Counterstrikes does not count as having used Haymaker for the round. The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
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 attackThis does not count as having used Haymaker for the round.


=== Brutal Combos (Ex) ===
=== Scrapyard Ballista (Ex) ===
For years of their career, Brawlers concentrate on maneuvering among their enemies and delivering the most telling blow possible.  Yes, when a Brawler plants his feet and delivers a full attack upon a foe they certainly feel it, but it has never been the Brawlers focusHowever, in the latter portions of their career, Brawlers rectify that lack. They begin to appreciate the power of massed punches, the savage power and flowing rhythm of combination blows, and begin to balance out their footwork with pure, bludgeoning power.  The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy load.
If you do not already have the ''Snatch and Throw'' class feature, you gain it at 34th levelSee [[#Snatch_and_Throw_.28Ex.29|Snatch and Throw]] for details on how this works.


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


==== Brutal Combo II: Ripping Cross (Ex) ====
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.
: At 25th level, the Brawler becomes even more adept at injuring foes they strike.  If they hit an enemy with two Cross attacks in the same round, they may roll his Cross damage as bonus damage and apply it to the last Cross they landed.  This bonus damage is the Cross damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.


==== Brutal Combo III: Tearing Counter (Ex) ====
If you have all of the ''Snatch and Throw'', ''Moving Snatch and Throw'', and ''Junkapult'' class features from previous Brawler experience tiers, your improvised thrown objects now have a range increment of 20 feet (and a maximum range of 100 feet), instead of a range increment of 10 feetScrapyard Ballista continues to enjoy the benefits granted by the previous three class features, meaning it is performed as an [[Attack Action]] (instead of a Standard Action), and is resolved as a [[#Jab_.28Ex.29|Jab]], including the movement portion of the Jab.
: At 29th level, the Brawler becomes supremely adept at injuring foes he strikesIf he hits an enemy with two Cross attacks in the same round, he may roll his Counterstrike damage as bonus damage and apply it to the last Cross he landed.  This bonus damage is the Counterstrike damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.


==== Brutal Combo IV: Blitzkrieg (Ex) ====
=== Killer Instincts V (Ex)===
: At 33rd level, the Brawler becomes an inhuman engine of punishment.  If he hits an enemy with three Cross attacks in the same round, he may roll his Haymaker damage as bonus damage and apply it to the last Cross he landed. This bonus damage is the Haymaker damage dice only, and does not include the Brawler's strength or any other bonuses. This is precision damage, and follows the rules thereof.
If you do not already have the ''Killer Instincts I'' class feature, you gain it at 35th level. See [[#Killer_Instincts_I_.28Ex.29|Killer Instincts I]] for details on how this works.


=== Burly (Ex) ===
If you already have ''Killer Instincts I'' from a previous Brawler experience tier, but do not already have the [[#Killer_Instincts_II_.28Ex.29|Killer Instincts II]] class feature, you gain it at 35th level.
Every Brawler has a truly noteworthy physique, in one manner or another.  Even the most lithe and lissome Elf who follows the Brawler's rowdy path develops a certain... durability... to her complexion.  At 22nd level, the brawler adds an additional +5 DR/- to their Stick and Move class feature while it is active.


=== On The Button (Ex) ===
If you already have both the ''Killer Instincts I'' and ''Killer Instincts II'' class features, but do not already have the [[#Killer_Instincts_III_.28Ex.29|Killer Instincts III]] class feature, you gain it at 35th level.
The Brawler is adept at landing punches, even ones that didn't look like they had much of a prayer.  Starting at 23rd level, when the Brawler performs a full attack, add +1 to-hit to his attack with the third highest BAB, and add +3 to hit with his attack with the lowest BAB. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load.


=== Bat Away (Su) ===
If you already have ''Killer Instincts I'', ''Killer Instincts II'', and ''Killer Instincts III'' from previous Brawler experience tiers, but you do not have the [[#Killer_Instincts_IV_.28Ex.29|Killer Instincts IV]] class feature, you gain it at 35th level.
Beginning at 24th level, once per round, the Brawler may elect to forgo one attack.  This may be one attack from a full attack, an attack made as a standard action, or an attack granted by items, feats, or spells.  This may not be applied to an opportunity attack or a bonus attack.  When the attack is forgone, no roll is made and the attack grants no effects and does no damage.  This attack is then 'banked', and the player should record their total to-hit bonus for that particular attack.  At any time before the start of their next turn, they may elect to use the 'banked' attack as an immediate action to bat away a successful melee attack made against them. The brawler rolls his banked attack at the recorded to-hit bonus and this number becomes his Armor Class for determining whether the attack hit or missed the Brawler. If the enemy's attack roll does not equal or exceed the brawler's resulting roll, the attack misses.


=== Sucker Punch (Ex) ===
If you have all of ''Killer Instincts I'', ''Killer Instincts II'', ''Killer Instincts III'', and ''Killer Instincts IV'', the to-hit bonus granted against your focused target improves to +2 (from +1). Furthermore, the [[bonus damage]] dealt with attacks made against the focused creature increases by +2, stacking with the bonus damage listed in the ''Killer Instincts'' class feature(s) you already have. Bonus damage is not multiplied on a critical hit.
Through tireless repetition and drills, the Brawler has learned to slip an extra strike in on his foes. Beginning at 26th level, when making a full attack action, the Brawler gets one additional attack per round at his full BAB. This extra attack does not stack with Haste or any other spell, ability or item property which grants additional attacks per round.


=== Core Like The Earth (Ex) ===
<div class="topbanner">
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.
[[File: Page-divider-1.png|center|frameless|400px|]]
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=== Find The Range (Ex) ===
== Apotheotic Brawler (Levels 36+) ==
The Brawlers uncanny ability to score effective punches improves. Starting at 28th level, when the Brawler performs a full attack, add +1 to-hit to his attack with the second highest BAB, and add +3 to hit with his attack with the third highest BAB, and add +5 to hit with his attack with the lowest BAB.  This ability replaces On the Button, it does not stack with it.
{| 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!]]
|}


=== Gliding Steps (Ex) ===
=== Apotheosis! ===
The Brawler is adept at being in the right place at all times.  Beginning at 30th level, the Brawler converts their Thick-Skinned AC bonus to a Dodge bonus.  The brawler loses use of this ability if they are wearing heavy armor, using a shield or carrying a heavy loadNote that this ability overwrites Thick-Skinned, it does not stack with it.  Note that if the Brawler loses their Gliding Steps ability because they are wearing Heavy armor, a shield, or are heavily encumbered, they still retain their Thick-Skinned bonus.   
Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselvesThis can take many forms, but it is the first step to the ascension to godhood.   


In addition, Gliding Steps also adds +5 additional DR/- to the brawler's Stick and Move class feature, while it is activeThis is in addition to (i.e. stacks with) the bonus to the brawler's DR granted by Burly at 25th level.
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 powerApotheotic 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 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.

Revision as of 17:48, 19 June 2020