Brawler

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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

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.

class gains no benefits from 2-weapon fighting feats may wear medium armor, no shields. Lose stuff if they wear heavy armor, or carry heavy load. may take the "Fleet" feat, as though they were wearing light or no armor. Pugilist - gain an enhancement bonus of +1 at level 4, increasing by 1 each 4 levels, to +5 at 20.

Jab
may move up to 10 feet before and/or after the attack, 1d8 damage.
Double-Over*
2d8, and make target flat-footed (FORT save vs. DC of 10 + half Brawler level + DEX mod)
Cross
2d8
Gut Punch*
2d8, and make target sickened (FORT save vs. DC of 10 + half Brawler level + DEX mod)
Haymaker*
2d12 base damage, must use vital strike (and therefore is the only attack made this round). Becomes 3d12 base at level 18.
Smack Down*
2d8 and prone (REFL save vs. DC of 10 + half Brawler level + DEX mod)
Uppercut*
2d8 and staggered (REFL save vs. DC of 10 + half Brawler level + DEX mod)
  • Brawlers may only use one of "Double Over," "Gut Punch," "Uppercut," "Haymaker" or "Smack Down" per 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