Brawler: Difference between revisions
No edit summary |
|||
Line 159: | Line 159: | ||
; Seize the Initiative (Ex) | ; Seize the Initiative (Ex) | ||
Although not unusually quick most of the time, once they reach 16th level Brawlers gain the uncanny ability, once per day, to seize the initiative in a fight. Once per day, | Although not unusually quick most of the time, once they reach 16th level Brawlers gain the uncanny ability, once per day, to seize the initiative in a fight. Once per day, after the referee begins to count down the initiative for the first time in a given encounter, the brawler may declare that their initiative is one higher than that of any single foe they are facing. Once chosen, their initiative is moved to that spot in the order. | ||
Line 172: | Line 172: | ||
;Punishing Counterstrikes (Ex) | ;Punishing Counterstrikes (Ex) | ||
At 20th level, the Brawler may use a Haymaker for one Attack of Opportunity per round. This use of a Haymaker does not count against his attacks per round limits. | At 20th level, the Brawler may use a Haymaker for one Attack of Opportunity per round. This use of a Haymaker does not count against his attacks per round limits. | ||
=== Brawler Unarmed Attacks === | === Brawler Unarmed Attacks === |
Revision as of 21:59, 13 July 2013
Go back to Reese's Campaign page.
Description
Heh, yeah, right, an unarmed class. Isn't that what monks are for?
Well, no. Brawlers are not shave-headed weirdos wearing pajamas and house slippers. Brawlers are big meaty dudes and dudettes with hair and bad smells and seriously bad attitudes. They are the rowdy thugs in the local bar, the hard-eyed tough guys on the docks, heck, even the no-nonsense barmaids who will slap your rude hands right off the ends of your arms if you get fresh one more time, buster! Brawlers are genuine martial artists, able to take a punch and more than able to give a punch back. Brawlers may not be throwing as many punches as one of those dragon-tattooed fancy-boys, but they have solid footwork, will not hesitate to punch you right in the family jewels, and if they want to, they can knock a mouthy camel out in one hit.
So if you have ever wanted to play a solid, no-nonsense, punching and roaring bare-knuckled beast, this is the class for you. Give it a try!
Alignment: Any.
Hit Die: d8.
Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.
Class Skills: The brawler's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table: Brawler
Level | BAB | Fort | Refl | Will | Jab | Cross | Haymaker | Counterstrike | Special |
---|---|---|---|---|---|---|---|---|---|
1st | +1 | 2 | 2 | 0 | 1d8 | 2d8 | - | - | Jab, Cross, Brutish Strength, Imp. Unarmed Strike |
2nd | +2 | 3 | 3 | 0 | 1d8 | 2d8 | - | - | Thick-Skinned, Power Attack |
3rd | +3 | 3 | 3 | 1 | 1d8 | 2d8 | - | - | Evasion, Roll With It 1/- |
4th | +4 | 4 | 4 | 1 | 1d8 | 2d8 | - | - | Double-Over, Eyes on the Target, Pugilist +1 |
5th | +5 | 4 | 4 | 1 | 1d8 | 2d8 | - | - | Gut Punch, Impulsive Smash |
6th | +6/+1 | 5 | 5 | 2 | 1d8 | 2d8 | - | - | Roll With It 2/- |
7th | +7/+2 | 5 | 5 | 2 | 1d8 | 2d8 | 2d12 | - | Haymaker 2d12, Rude Vitality I |
8th | +8/+3 | 6 | 6 | 2 | 1d8 | 2d8 | 2d12 | - | Brutal Precision, Pugilist +2 |
9th | +9/+4 | 6 | 6 | 3 | 1d8 | 2d8 | 3d12 | - | Improved Grapple, Roll With It 3/-, Haymaker 3d12 |
10th | +10/+5 | 7 | 7 | 3 | 1d8 | 2d8 | 3d12 | - | Smack Down, Fear Factor |
11th | +11/+6/+1 | 7 | 7 | 3 | 1d8 | 2d8 | 4d12 | 2d12 | Counterstrike, Haymaker 4d12 |
12th | +12/+7/+2 | 8 | 8 | 4 | 1d8 | 2d8 | 4d12 | 2d12 | Roll With it 4/-, Pugilist +3 |
13th | +13/+8/+3 | 8 | 8 | 4 | 1d8 | 2d8 | 5d12 | 2d12 | Tempered (fort saves), Haymaker 5d12 |
14th | +14/+9/+4 | 9 | 9 | 4 | 1d8 | 3d8 | 5d12 | 3d12 | Uppercut, Cross 3d8, Rude Vitality II |
15th | +15/+10/+5 | 9 | 9 | 5 | 1d8 | 3d8 | 6d12 | 3d12 | Roll With It 5/-, Haymaker 6d12 |
16th | +16/+11/+6/+1 | 10 | 10 | 5 | 1d8 | 3d8 | 6d12 | 3d12 | Pugilist +4, Seize the Initiative |
17th | +17/+12/+7/+2 | 10 | 10 | 5 | 2d8 | 3d8 | 7d12 | 3d12 | Aggressive Combat Positioning, Jab 2d8, Haymaker 7d12 |
18th | +18/+13/+8/+3 | 11 | 11 | 6 | 2d8 | 3d8 | 7d12 | 3d12 | Ground and Pound, Roll With It 6/- |
19th | +19/+14/+9/+4 | 11 | 11 | 6 | 2d8 | 3d8 | 8d12 | 3d12 | Haymaker 8d12 |
20th | +20/+15/+10/+5 | 12 | 12 | 6 | 2d8 | 3d8 | 8d12 | 3d12 | Punishing Counterstrikes, Pugilist +5 |
Class Abilities
- Weapon and Armor Proficiency
Brawlers are not proficient with any weapons except unarmed strikes. Brawlers are proficient with all light and medium armor, but cannot use shields. When wearing heavy armor, a shield or carrying a heavy load, the brawler loses his Brutish Strength, Roll With It, Evasion, Tempered and Aggressive Combat Positioning abilities.
- Two-Weapon Fighting Restriction (Ex)
Brawlers gain no benefits from 2-weapon fighting feats.
- Improved Unarmed Strike (Ex)
Brawlers gain the Improved Unarmed Strike feat for free at 1st level. No Brawler attack ever provokes an attack of opportunity simply because she is unarmed.
- Brutish Strength (Su)
A Brawler's unarmed attacks gain strength bonuses to damage per die of the attack. Thus, a 2d8 Jab receives Str bonus damage twice, a 3d8 Cross receives Str bonus damage three times, a 3d12 Counterstrike receives Str bonus damage three times, and an 8d12 Haymaker receives Str bonus damage eight times.
- Fleet (Ex)
Brawlers may take the "Fleet" feat, and may make use of its benefits as though they were wearing light or no armor, even when wearing medium armor. The brawler does not gain the benefits of the Fleet feat if they are wearing heavy armor, a shield or carrying a heavy load.
- Pugilist (Ex)
Brawlers gain an enhancement bonus to their unarmed attacks equal to +1 beginning at level 4, and increasing by +1 every 4 levels thereafter, up to a +5 at level 20. This bonus allows them to affect targets as if their hands are magic weapons.
- Thick Skinned (Ex)
Beginning at 2nd level, Brawlers gain half their CON mod (round down) to natural AC. This AC bonus is untyped and stacks with any other sources of natural armor the brawler may acquire.
- Evasion (Ex)
Beginning at 3rd level, the Brawler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the brawler is wearing medium armor, light armor or no armor and not carrying a heavy load or using a shield. A helpless brawler does not gain the benefits of evasion.
- Roll With It (Ex)
Beginning at 3rd level, Brawlers gain DR 1/-. This DR increases by 1 every third level thereafter to a maximum of +6 at 18th.
- Eyes on the Target (Ex)
Brawlers may not be sophisticated artists, but they are ridiculously effective. Beginning at 4th level, only while in combat, the Brawler may add their brawler level to perception rolls to target foes who are hidden, concealed, stealth-ed, etc. If they make their perception roll, they ignore any miss chances and may engage in combat normally.
- (Reese's note: could this be replaced with the Blind Fighting feat?, also, some possible names: Wary Adversary, Counter-Ambush)
- Impulsive Smash (Su)
Beginning at 5th level, Brawlers may ignore an amount of hardness on sunder maneuvers made with their hands equal to their brawler level.
- Rude Vitality (Ex)
At 7th level, and every seven levels thereafter, the Brawler gains a bonus Stat point. This must be spent on Str, Dex, or Con, and no more than two Rude Vitality points may be spent on any one of these. These are separate from the stat points all classes gain from level advancement and stack with them in all ways.
- (Reese's Note: keeping track of how many of these you've spent on a single stat will be problematic. Also, alternate names: Superior Conditioning)
- Brutal Precision (Ex)
Beginning at 8th level, Brawlers auto-confirm critical threats.
- Fear Factor (Su)
Beginning at 10th level, if the Brawler succeeds on a Will save against a fear effect, he may make an immediate opportunity attack against the enemy that caused the effect if they are within melee reach of the brawler.
- (Reese's Note: possible names: Fight or Flight, Instinctive Reproach)
- Counterstrike (Su)
Beginning at 11th level, Brawlers grow more skilled at punishing opponents who give them an opening. They may use the Counterstrike attack for Attacks of Opportunity, doing 2d12+2xStr. This damage increases to 3d12+3xStr at level 14, etc. (See Table: Brawler)
- Tempered (Su)
At 13th level, the Brawler can muscle-through even magical and unusual attacks with great stamina. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Tempered can be used only if the brawler is wearing medium armor, light armor or no armor and not carrying a heavy load or using a shield. A helpless brawler does not gain the benefits of Tempered.
- Seize the Initiative (Ex)
Although not unusually quick most of the time, once they reach 16th level Brawlers gain the uncanny ability, once per day, to seize the initiative in a fight. Once per day, after the referee begins to count down the initiative for the first time in a given encounter, the brawler may declare that their initiative is one higher than that of any single foe they are facing. Once chosen, their initiative is moved to that spot in the order.
- Aggressive Combat Positioning (Ex)
At 17th level, any time the brawler incurs an attack of opportunity as a result of the brawler's movement, the brawler may make an immediate Counterstrike against the enemy who swung on him. This Counterstrike does not count against the Brawler's available opportunity attacks for the round. The brawler loses use of this ability if he is wearing heavy armor, using a shield or carrying a heavy load. The brawler may only use this ability if the enemy actually takes their attack of opportunity. Smart enemies might decide they're better served just letting the Brawler move where ever he wants.
- Ground and Pound (Ex)
At 18th level, when a brawler begins his turn in control of a grapple, he can make a damage action using any of his unarmed attacks as a swift action once per round. This swift action is a free attack and does not count against his attacks per round limits.
- Punishing Counterstrikes (Ex)
At 20th level, the Brawler may use a Haymaker for one Attack of Opportunity per round. This use of a Haymaker does not count against his attacks per round limits.
Brawler Unarmed Attacks
The brawler gets a selection of attacks beginning at level 1, and gains new attacks at higher levels. Attacks marked with an asterisk (*) may only be used once per round, and this use must be declared before the attack roll is made (these attacks are: Double-Over, Gut Punch, Smack Down, Uppercut and Haymaker). Other than that limitation, the brawler may use any of these attacks as often as he likes, provided he has sufficient actions to do so. All attacks are standard attacks and may be used as part of a full attack action, except where noted (see Haymaker).
- Jab
- Beginning at level 1, the brawler may make a jab attack that incorporates quick footwork. As part of this attack, the brawler may move up to 10 feet before and/or after the attack whether or not the attack hits. Jabs which successfully hit deal 1d8 + STR mod damage. This damage increases to 2d8 + 2xSTR mod damage at level 17. Note that this movement is part of the attack, not a move action. This movement does provoke opportunity attacks as per normal movement. Jab may only be used to make an attack against an opponent, and the target must be within the brawler's melee reach at some point during the 10 feet of jab's movement, or else the brawler may not use jab. (That is, you can't use jab just to get extra movement if there are no targets available to actually jab at.) This attack may be used multiple times per round if the brawler has enough actions/attacks to do so, and gains the ten feet of movement each time.
- Cross
- At 1st level, the brawler may use Cross as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage. This damage increases to 3d8 + 3xSTR mod at level 14. This attack may be used multiple times per round if the brawler has enough actions/attacks to do so. This attack may also be used when the brawler makes attacks of opportunity.
- Double-Over*
- At 4th level, the brawler may use Double-Over to a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a FORT save vs. (DC 10 + half Brawler level + DEX mod) or become flat-footed. The target recovers as a free action at the start of its next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Gut Punch, Haymaker, Smack Down or Uppercut attack this round.
- Gut Punch*
- At 5th level, the brawler may use Gut Punch as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a FORT save vs. (DC of 10 + half Brawler level + DEX mod) or become Sickened. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Haymaker, Smack Down or Uppercut attack this round.
- Haymaker*
- At 7th level, the brawler may use Haymaker as a melee attack against a target within reach. If the attack hits, it deals damage equal to the amount listed in the table above, adding the appropriate multiple of the Brawler's STR mod, as with all his melee attacks. This attack may not be used more than once per round (see 'Ground and Pound' and 'Punishing Counterstrikes' for exceptions), and may not be used if the brawler has already performed a Double-Over, Gut Punch, Smack Down or Uppercut attack this round.
- Smack Down*
- At 10th level, the brawler may use Smack Down as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a REFL save vs. (DC of 10 + half Brawler level + DEX mod) or be knocked prone. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Uppercut this round.
- Counterstrike
- At 11th level, the brawler may use Counterstrike instead of Cross for his attacks of opportunity. If Counterstrike hits, it deals damage equal to the amount listed in the table above, adding the appropriate multiple of the Brawler's STR mod, as with all his melee attacks. This attack may only be used for attacks of opportunity, and may not be used as part of a normal attack action. It may be used as many times per round as the brawler's available opportunity attacks (typically 1, unless he has combat reflexes).
- Uppercut*
- At 14th level, the brawler may use Uppercut as a melee attack against a target within reach. If the attack hits, it deals 2d8 + 2xSTR mod damage, and the target must make a REFL save vs. DC of (10 + half Brawler level + DEX mod) or be Staggered. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Smack Down attack.
- Punishing Counterstrikes
- At 20th level, the brawler may use a Haymaker for one of his attacks of opportunity each round. This ability may be used even if the brawler has already used Double-Over, Gut Punch, Haymaker, Smackdown or Uppercut this round.
Brawler Example Build
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!
- Punchin' and Duckin' Build
Human, base stats: Str 20, Dex 13, Con 16, int 10, Wis 10, Chr 8.
Example Feats
Level 1: Combat Reflexes, Weapon Focus: Unarmed. Just because you're not a monk doesn't mean you're uneducated in breaking faces.
Level 3: Step Up. Combined with jab, this makes you startlingly good at footwork on the battlefield.
Level 5: Following Step. Man! Watch those feet move!
Level 7: Step up and Strike. Your Attacks of Opportunity hurt a lot, and you get plenty of them. So here's a way to dish even more.
Level 9: Desperate battler. You have great mobility, so be sure to stay away from your friends for this tasty bonus.
Level 11: Dodge. Armor class is always useful.
Level 13: Mobility. More Armor Class versus Attacks of Opportunity. You NEED this.
Level 15: Sidestep. Even MORE awesome footwork. It's like you're dancin'!
Level 17: Endurance. Seriously? Endurance? At THIS level? Blech!
Level 19: Drunken Brawler. Oh, so THAT's what the Endurance is for. Yikes, that's rather awesome....
Epic Brawler
Table: Epic Brawler
Level | BAB | Fort | Refl | Will | Jab | Cross | Haymaker | Counterstrike | Special |
---|---|---|---|---|---|---|---|---|---|
21st | +21/+16/+11/+6 | 13 | 13 | 3 | 2d8 | 4d8 | 9d12 | 4d12 | Gouge, Rude Vitality III |
22nd | +21/+16/+11/+6 | 13 | 13 | 7 | 2d8 | 4d8 | 9d12 | 4d12 | Fancy Footwork |
23rd | +22/+17/+12/+7 | 14 | 14 | 8 | 2d8 | 4d8 | 10d12 | 4d12 | Haymaker 10d12, On the Button |
24th | +22/+17/+12/+7 | 14 | 14 | 8 | 3d8 | 4d8 | 10d12 | 4d12 | Bat Away, Pugilist +6 |
25th | +23/+18/+13/+3 | 15 | 15 | 9 | 3d8 | 4d8 | 11d12 | 4d12 | Haymaker 11d12 |
26th | +23/+18/+13/+3 | 15 | 15 | 9 | 3d8 | 4d8 | 11d12 | 4d12 | Rip |
27th | +24/+19/+14/+9 | 16 | 16 | 10 | 3d8 | 5d8 | 12d12 | 5d12 | Core Like the Earth, Haymaker 12d12 |
28th | +24/+19/+14/+9 | 16 | 16 | 10 | 3d8 | 5d8 | 12d12 | 5d12 | Pugilist +7, Rude Vitality IV |
29th | +25/+20/+15/+10 | 17 | 17 | 11 | 3d8 | 5d8 | 13d12 | 5d12 | Haymaker 13d12, Find the Range |
30th | +25/+20/+15/+10 | 17 | 17 | 11 | 3d8 | 5d8 | 13d12 | 5d12 | Gliding Steps |
31st | +26/+21/+16/+11 | 18 | 18 | 12 | 3d8 | 6d8 | 14d12 | 6d12 | Explosive Power, Haymaker 14d12 |
32nd | +26/+21/+16/+11 | 18 | 18 | 12 | 4d8 | 6d8 | 14d12 | 6d12 | Pugilist +8, Tear |
33rd | +27/+22/+17/+12 | 19 | 19 | 13 | 4d8 | 7d8 | 15d12 | 7d12 | Haymaker 15d12 |
34th | +27/+22/+17/+12 | 19 | 19 | 13 | 4d8 | 7d8 | 15d12 | 7d12 | Low Blow |
35th | +28/+23/+18/+13 | 20 | 20 | 14 | 4d8 | 8d8 | 16d12 | 8d12 | Haymaker 16d12, Rude Vitality V |
36th | Apotheosis! |
Epic Class Abilities
- Gouge (Ex)
The Brawler becomes adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Jab damage as bonus damage and apply it to the last Cross he landed.
- (Reese's note: Alternate names: Fast Combo)
- Rip (Ex)
The Brawler becomes even more adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Cross damage as bonus damage and apply it to the last Cross he landed. This ability replaces Gouge.
- Tear (Ex)
The Brawler becomes supremely adept at injuring foes he strikes. If he hits an enemy with two Cross attacks in the same round, he may roll his Counterstrike damage as bonus damage and apply it to the last Cross he landed. This ability replaces Rip.
- Low Blow (Ex)
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.
- (Reese's Note: suggest merging these three abilities (Gouge, Rip, Tear and Low Blow) into one ability that improves.
- Fancy Footwork (Ex)
The Brawler is supremely capable of letting damage skim past him in a fight. Add his Thick-Skinned bonus to his DR/-.
- (Reese's Note: alternate names: Body Hardening, Burly)
- Gliding Steps (Ex)
The Brawler is adept at being in the right place at all times. Convert his Thick-Skinned AC bonus to a Dodge bonus.
- (Reese's Note: Is this in addition to the Natural AC the Thick-Skinned ability already gives them? I'm thinking it should replace, since this will add to touch AC)
- Rude Vitality (Ex)
The Brawler's Rude Vitality ability continues to grant him bonus Stat points.
- On the Button (Ex)
The Brawler is adept at landing punches, even ones that didn't look like they had much of a prayer. When the Brawler performs a full attack, add +2 to-hit to his attack with the lowest BAB.
- Bat Away (Su)
Once per round, the Brawler may elect to forgo one attack. This may be one attack from a full attack, an attack made as a standard action, or an attack granted by items, feats, or spells. This may also be applied to an opportunity attack. When the attack is forgone, no roll is made and the attack grants no effects and does no damage. This attack is then 'banked', and the player should record the BAB for that particular attack. At any time before the start of their next turn, they may elect to use the 'banked' attack as an immediate action to bat away a successful melee attack made against them. The brawler rolls his banked attack at the recorded BAB and this number becomes his Armor Class for determining whether the attack hit or missed the Brawler. If the enemy's attack roll is not higher than the total of the Brawler's 'bat away' roll, the attack misses.
- (Reese's Note: I'm not so sure about allowing AOO's to be used for banked attacks. Alternate names: Masterful Guard)
- Core like the Earth (Ex)
Whether by hard work, luck, good genes, or the application of lots of bacon and beer, the Brawler's physical conditioning is second to none. At 27th level, add a permanent +2 to their Str, Con, and Dex stats.
- Find the Range (Ex)
The Brawlers uncanny ability to score effective punches improves. When the Brawler performs a full attack, add +1 to-hit to hit attack with the third highest BAB, and add +3 to hit with his attack with the lowest BAB.
- (Reese's Note: I assume this replaces On The Button?)
- Explosive Power (Ex)
Beginning at 31st level, once per encounter, the Brawler may substitute the damage of a haymaker when they roll a jab attack. Note that they still get the movement bonus for a jab attack.