Brawler: Difference between revisions
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=== Class Abilities === | === Class Abilities === | ||
Brawlers are not proficient with any weapons. Brawlers are proficient with all light and medium armor, but cannot use shields. When wearing heavy armor, the brawler loses his Roll With It, Evasion, Tempered and Aggressive Combat Positioning 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 or carrying a heavy load, the brawler loses his Roll With It, Evasion, Tempered and Aggressive Combat Positioning abilities. | ||
; Two-Weapon Fighting Restriction : Brawlers gain no benefits from 2-weapon fighting feats. | |||
; | ; Improved Unarmed Strike : Brawlers gain the Improved Unarmed Strike feat for free at 1st level. | ||
* | ; Fleet : Brawlers may take the "Fleet" feat, and may make use of its benefits as though they were wearing light or no armor, even when wearing medium armor. The brawler does not gain the benefits of the Fleet feat if they are wearing heavy armor or carrying a heavy load. | ||
; Pugilist : Brawlers gain an enhancement bonus to their unarmed attacks equal to +1 beginning at level 4, and increasing by +1 every 4 levels thereafter, up to a +5 at level 20. | |||
==== Brawler Unarmed Attacks ==== | |||
: The brawler gets a selection of attacks beginning at level 1, and gains new attacks at higher levels. Attacks marked with an asterisk (*) may only be used once per round, and this use must be declared before the attack roll is made (these attacks are: Double-Over, Gut Punch, Smack Down, Uppercut and Haymaker). The brawler may use any of these attacks as often as he likes, provided he has sufficient actions to do so. All attacks are standard attacks and may be used as part of a full attack action, except where noted (see Haymaker). | |||
; Jab : Beginning at level 1, the brawler may make a jab attack that incorporates quick footwork. As part of this attack, the brawler may move up to 10 feet before and/or after the attack whether or not the attack hits. Jabs which successfully hit deal 1d8 + STR mod damage. This damage increases to 2d8 + STR mod damage at level 17. Note that this movement is part of the attack, not a move action. This movement does provoke opportunity attacks as per normal movement. Jab may only be used to make an attack against an opponent, and the target must be within the brawler's melee reach at some point during the 10 feet of jab's movement, or else the brawler may not use jab. (That is, you can't use jab just to get extra movement if there are no targets available to actually jab at.) This attack may be used multiple times per round if the brawler has enough actions/attacks to do so. | |||
; Cross : At 1st level, the brawler may use Cross as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage. This damage increases to 3d8 + STR mod at level 14. This attack may be used multiple times per round if the brawler has enough actions/attacks to do so. This attack may also be used when the brawler makes attacks of opportunity. | |||
; Double-Over* : At 4th level, the brawler may use Double-Over to a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a FORT save vs. (DC 10 + half Brawler level + DEX mod) or become flat-footed. The target recovers as a free action at the start of its next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Gut Punch, Haymaker, Smack Down or Uppercut attack this round. | |||
; Gut Punch* : At 5th level, the brawler may use Gut Punch as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a FORT save vs. (DC of 10 + half Brawler level + DEX mod) or become Sickened. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Haymaker, Smack Down or Uppercut attack this round. | |||
; Haymaker* : At 7th level, the brawler may use Haymaker as a melee attack against a target within reach. The brawler must use Vital Strike (or it's improved or greater versions if available) with this attack. As a result, this attack can only be used as a standard action, and not as part of a full attack action. If the attack hits, it deals 2d12 base damage, multiplied by the extra vital strike damage, plus the brawler's STR mod. The base damage of Haymaker becomes 3d12 at level 18. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Smack Down or Uppercut attack this round. | |||
; Smack Down* : At 10th level, the brawler may use Smack Down as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a REFL save vs. (DC of 10 + half Brawler level + DEX mod) or be knocked prone. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Uppercut this round. | |||
; Counterstrike : At 11th level, the brawler may use Counterstrike instead of Cross for his attacks of opportunity. If Counterstrike hits, it deals 2d12 + STR mod damage. This attack may only be used for attacks of opportunity, and may not be used as part of a normal attack action. It may be used as many times per round as the brawler's available opportunity attacks (typically 1, unless he has combat reflexes, then DEX mod). | |||
; Uppercut* : At 14th level, the brawler may use Uppercut as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a REFL save vs. DC of (10 + half Brawler level + DEX mod) or be Staggered. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Smack Down attack. | |||
; Punishing Counterstrikes : At 20th level, the brawler may use a Vital Strike-adjusted Haymaker for one of his attacks of opportunity each round. If the attack hits, it deals 3d12 base damage, times four for Greater Vital Strike (12d12), plus STR mod. This ability may be used even if the brawler has already used Double-Over, Gut Punch, Haymaker, Smackdown or Uppercut this round. | |||
Roll With It - DR like pugilists | Roll With It - DR like pugilists |
Revision as of 18:55, 29 April 2013
Go back to Reese's Campaign page.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills The brawler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table: Brawler
Level | Base Attack | Fort | Refl | Will | Jab | Cross | Haymaker | Special |
---|---|---|---|---|---|---|---|---|
1st | +1 | 2 | 2 | 0 | 1d8 | - | - | Jab, Double-Over, Imp. Unarmed Strike |
2nd | +2 | 3 | 3 | 0 | 1d8 | - | - | Thick-Skinned, Power Attack |
3rd | +3 | 3 | 3 | 1 | 1d8 | - | - | Evasion, Roll With It 1/- |
4th | +4 | 4 | 4 | 1 | 1d8 | 2d8 | - | Cross, Pugilist +1 |
5th | +5 | 4 | 4 | 1 | 1d8 | 2d8 | - | Gut Punch, Impulsive Smash |
6th | +6/+1 | 5 | 5 | 2 | 1d8 | 2d8 | - | Vital Strike, Roll With It 2/- |
7th | +7/+2 | 5 | 5 | 2 | 1d8 | 2d8 | 2d12 (4d12) | Haymaker |
8th | +8/+3 | 6 | 6 | 2 | 1d8 | 2d8 | 2d12 (4d12) | Brutal Precision, Pugilist +2 |
9th | +9/+4 | 6 | 6 | 3 | 1d8 | 2d8 | 2d12 (4d12) | Improved Grapple, Roll With It 3/- |
10th | +10/+5 | 7 | 7 | 3 | 1d8 | 2d8 | 2d12 (4d12) | Smack Down, Fear Factor |
11th | +11/+6/+1 | 7 | 7 | 3 | 1d8 | 2d8 | 2d12 (6d12) | Counterstrike, Improved Vital Strike |
12th | +12/+7/+2 | 8 | 8 | 4 | 1d8 | 2d8 | 2d12 (6d12) | Roll With it 4/-, Pugilist +3 |
13th | +13/+8/+3 | 8 | 8 | 4 | 1d8 | 2d8 | 2d12 (6d12) | Tempered (fort saves) |
14th | +14/+9/+4 | 9 | 9 | 4 | 1d8 | 3d8 | 2d12 (6d12) | Uppercut, Cross 3d8 |
15th | +15/+10/+5 | 9 | 9 | 5 | 1d8 | 3d8 | 2d12 (6d12) | Roll With It 5/- |
16th | +16/+11/+6/+1 | 10 | 10 | 5 | 1d8 | 3d8 | 2d12 (8d12) | Greater Vital Strike, Pugilist +4 |
17th | +17/+12/+7/+2 | 10 | 10 | 5 | 2d8 | 3d8 | 2d12 (8d12) | Aggressive Combat Positioning, Jab 2d8 |
18th | +18/+13/+8/+3 | 11 | 11 | 6 | 2d8 | 3d8 | 3d12 (12d12) | Haymaker 3d12 |
19th | +19/+14/+9/+4 | 11 | 11 | 6 | 2d8 | 3d8 | 3d12 (12d12) | Ground and Pound |
20th | +20/+15/+10/+5 | 12 | 12 | 6 | 2d8 | 3d8 | 3d12 (12d12) | Punishing Counterstrikes, Pugilist +5 |
Class Abilities
- Weapon and Armor Proficiency
- Brawlers are not proficient with any weapons except unarmed strikes. Brawlers are proficient with all light and medium armor, but cannot use shields. When wearing heavy armor or carrying a heavy load, the brawler loses his Roll With It, Evasion, Tempered and Aggressive Combat Positioning abilities.
- Two-Weapon Fighting Restriction
- Brawlers gain no benefits from 2-weapon fighting feats.
- Improved Unarmed Strike
- Brawlers gain the Improved Unarmed Strike feat for free at 1st level.
- Fleet
- Brawlers may take the "Fleet" feat, and may make use of its benefits as though they were wearing light or no armor, even when wearing medium armor. The brawler does not gain the benefits of the Fleet feat if they are wearing heavy armor or carrying a heavy load.
- Pugilist
- Brawlers gain an enhancement bonus to their unarmed attacks equal to +1 beginning at level 4, and increasing by +1 every 4 levels thereafter, up to a +5 at level 20.
Brawler Unarmed Attacks
- The brawler gets a selection of attacks beginning at level 1, and gains new attacks at higher levels. Attacks marked with an asterisk (*) may only be used once per round, and this use must be declared before the attack roll is made (these attacks are: Double-Over, Gut Punch, Smack Down, Uppercut and Haymaker). The brawler may use any of these attacks as often as he likes, provided he has sufficient actions to do so. All attacks are standard attacks and may be used as part of a full attack action, except where noted (see Haymaker).
- Jab
- Beginning at level 1, the brawler may make a jab attack that incorporates quick footwork. As part of this attack, the brawler may move up to 10 feet before and/or after the attack whether or not the attack hits. Jabs which successfully hit deal 1d8 + STR mod damage. This damage increases to 2d8 + STR mod damage at level 17. Note that this movement is part of the attack, not a move action. This movement does provoke opportunity attacks as per normal movement. Jab may only be used to make an attack against an opponent, and the target must be within the brawler's melee reach at some point during the 10 feet of jab's movement, or else the brawler may not use jab. (That is, you can't use jab just to get extra movement if there are no targets available to actually jab at.) This attack may be used multiple times per round if the brawler has enough actions/attacks to do so.
- Cross
- At 1st level, the brawler may use Cross as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage. This damage increases to 3d8 + STR mod at level 14. This attack may be used multiple times per round if the brawler has enough actions/attacks to do so. This attack may also be used when the brawler makes attacks of opportunity.
- Double-Over*
- At 4th level, the brawler may use Double-Over to a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a FORT save vs. (DC 10 + half Brawler level + DEX mod) or become flat-footed. The target recovers as a free action at the start of its next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Gut Punch, Haymaker, Smack Down or Uppercut attack this round.
- Gut Punch*
- At 5th level, the brawler may use Gut Punch as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a FORT save vs. (DC of 10 + half Brawler level + DEX mod) or become Sickened. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Haymaker, Smack Down or Uppercut attack this round.
- Haymaker*
- At 7th level, the brawler may use Haymaker as a melee attack against a target within reach. The brawler must use Vital Strike (or it's improved or greater versions if available) with this attack. As a result, this attack can only be used as a standard action, and not as part of a full attack action. If the attack hits, it deals 2d12 base damage, multiplied by the extra vital strike damage, plus the brawler's STR mod. The base damage of Haymaker becomes 3d12 at level 18. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Smack Down or Uppercut attack this round.
- Smack Down*
- At 10th level, the brawler may use Smack Down as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a REFL save vs. (DC of 10 + half Brawler level + DEX mod) or be knocked prone. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Uppercut this round.
- Counterstrike
- At 11th level, the brawler may use Counterstrike instead of Cross for his attacks of opportunity. If Counterstrike hits, it deals 2d12 + STR mod damage. This attack may only be used for attacks of opportunity, and may not be used as part of a normal attack action. It may be used as many times per round as the brawler's available opportunity attacks (typically 1, unless he has combat reflexes, then DEX mod).
- Uppercut*
- At 14th level, the brawler may use Uppercut as a melee attack against a target within reach. If the attack hits, it deals 2d8 + STR mod damage, and the target must make a REFL save vs. DC of (10 + half Brawler level + DEX mod) or be Staggered. The target recovers from this condition at the start of the brawler's next turn. This attack may not be used more than once per round, and may not be used if the brawler has already performed a Double-Over, Gut Punch, Haymaker or Smack Down attack.
- Punishing Counterstrikes
- At 20th level, the brawler may use a Vital Strike-adjusted Haymaker for one of his attacks of opportunity each round. If the attack hits, it deals 3d12 base damage, times four for Greater Vital Strike (12d12), plus STR mod. This ability may be used even if the brawler has already used Double-Over, Gut Punch, Haymaker, Smackdown or Uppercut this round.
Roll With It - DR like pugilists Brutal Precision - auto-confirm crits Impulsive Smash - ignore hardness on sunders equal to level Thick Skinned - half CON mod to natural AC, stacks with everything. evasion tempered (evasion for fort save spells that do half on save) at level 17, get "Aggressive Combat Positioning" - may take a full move as a 5-foot step action. Counterstrike - At level 11, the brawler may use a non-vital-strike Haymaker (2d12 + STR) for opportunity attacks. Punishing Counterstrikes - At level 20, a brawler may use a vital-striked Haymaker for opportunity attacks. Ground and Pound - when brawler begins his turn in control of a grapple, he can make a damage action as a swift action once per round. Fear Factor - If the brawler makes a will save against a fear effect, they get an immediate opportunity attack against the enemy that caused the effect.
count as two weapon fighting