NeoSeraphi
2012-06-18, 09:57 AM
The Brawler
http://i7.photobucket.com/albums/y259/ps2muse/Recoome/RecoomeKick.png
A brawler knows there's a time to talk, and there's a time to shut up and throw down! The brawler forgoes all weapons and armor and instead beats the crap out of everyone with raw power and technique.
Street Brawling (Ex):
A brawler gains the Improved Unarmed Strike feat as a bonus feat. He is proficient with his unarmed strike, and may deal lethal or nonlethal damage at his option with no penalty to the attack roll. The brawler deals 1d8 points of damage with his unarmed strike. This damage increases to 1d10 at 5th level, to 2d6 at 15th level, and to 2d10 at 20th level.
This replaces the fighter's normal weapon proficiencies. A brawler does not gain proficiency with any other weapon.
Take a Punch (Ex):
A brawler does not wear armor or carry a shield, nor does he try and dodge blows. Instead, the brawler shrugs off attacks and keeps fighting. A brawler gains a number of temporary hit points at the start of each encounter equal to his maximum hit points. These temporary hit points can be healed by positive energy as if they were his true hit points (or negative energy, if the brawler is healed by negative energy). These temporary hit points last until they are removed (but as stated, they can be healed), or until the end of the encounter. For the purposes of this feature, the encounter does not automatically end when the brawler falls unconscious or starts dying. (Though it might end if, after the brawler falls, his enemies simply walk away or finish him off). The brawler only gains the benefits of Take a Punch while he is unarmored and does not carry a shield. (Putting on armor or donning a shield immediately removes all temporary hit points he has from this ability).
This replaces the fighter's normal armor proficiencies. A brawler does not gain proficiency with any armor or shield.
Maneuver Training (Ex):
At 1st level, and each even level after that, a brawler gains a bonus feat. This feat must either be an Improved Maneuver feat (such as Improved Trip) or a feat that has an Improved Maneuver feat as a prerequisite (such as Fury's Fall). The brawler need not choose these feats from the Combat feat list, so long as they meet the above prerequisites. The brawler must meet all prerequisites for the feats he gains, but he is always treated as having the Combat Expertise and Power Attack feats for the purposes of qualifying for these bonus feats. (He does not gain the benefits of Combat Expertise or Power Attack unless he spends a feat slot on them).
This replaces the fighter's bonus feat feature.
Throw Down (Ex):
At 2nd level, the brawler gains a +2 bonus to his CMB and CMD for all combat maneuvers that he possesses the Improved Maneuver feat for. (So if the brawler had Improved Bull Rush and Improved Sunder, he would get a +2 bonus to his CMB and CMD for bull rush and sunder attempts only). Whenever the brawler gains a new Improved Maneuver feat, this bonus immediately applies to that maneuver as well. At 6th level, and every 4 levels after, this bonus increases by +2, to a maximum of +10 at level 18. The brawler only receives the benefits of Throw Down when he is making a combat maneuver check using his unarmed strike as the weapon, or while he is defending against a combat maneuver with both hands free.
This replaces the fighter's Bravery class feature.
Endless Brawling (Ex):
The brawler takes hits that weaken and punish him, but he continues to stand up, despite not wearing any sort of magical armor or shield. The brawler continues to stand long after stronger warriors would have fallen to their knees. There is only one word his enemies can think of to suit his insane resilience...Monster.
Starting at 3rd level, the brawler gains Fast Healing 1. This only applies while the brawler is unarmored and not carrying a shield. The brawler can only heal the temporary hit points he receives from Take a Punch with this feature, he cannot recover any of his actual hit points. (So if the brawler takes damage from falling, for example, he could not recover that with Endless Brawling, unless the fall was during an encounter, such as if he had been fighting a roc who scooped him up and dropped him). If a brawler heals at least 1 hit point from this feature while he is dying, he automatically stabilizes and immediately returns to consciousness when the sum total of his hit points and temporary hit points reaches 1 or higher.
At 7th level, and every 4 levels after, the brawler's Fast Healing increases by 1, to a maximum of Fast Healing 4 at 15th level.
This replaces the fighter's Armor Training class feature.
Weapon Training (Ex):
As the fighter class feature, but the brawler may only select the unarmed strike as his "weapon group". He gains no benefit from Weapon Training with any other weapon, even weapons that are in the same group as the unarmed strike.
The brawler does not receive his Weapon Training bonus to Combat Maneuver checks made with his unarmed strike or to his CMD when defending against disarm or sunder. Instead, the bonus to his damage rolls starts at +3, and increases by an additional +3 for every 4 levels. At 17th level, the brawler has accumulated a total of +4 to attack rolls and +12 to damage rolls with his unarmed strike.
Incredible Endurance (Ex):
A 19th level brawler gains DR 5/- when he is unarmored and not carrying a shield.
This replaces the fighter's Armor Mastery class feature.
Brawling Mastery (Ex):
A 20th level brawler may take 10 on all combat maneuver checks. He is treated as being two Size categories larger for the purposes of determining his CMB and CMD, as well as determining which creatures he may grapple, drag, or reposition and which creatures may grapple, drag, or reposition him. Creatures the brawler attempts to trip or overrun do not receive any racial bonus to their CMD (such as dwarves) or any special bonus to their CMD for having more than 2 legs.
This replaces the fighter's Weapon Mastery class feature.
http://i7.photobucket.com/albums/y259/ps2muse/Recoome/RecoomeKick.png
A brawler knows there's a time to talk, and there's a time to shut up and throw down! The brawler forgoes all weapons and armor and instead beats the crap out of everyone with raw power and technique.
Street Brawling (Ex):
A brawler gains the Improved Unarmed Strike feat as a bonus feat. He is proficient with his unarmed strike, and may deal lethal or nonlethal damage at his option with no penalty to the attack roll. The brawler deals 1d8 points of damage with his unarmed strike. This damage increases to 1d10 at 5th level, to 2d6 at 15th level, and to 2d10 at 20th level.
This replaces the fighter's normal weapon proficiencies. A brawler does not gain proficiency with any other weapon.
Take a Punch (Ex):
A brawler does not wear armor or carry a shield, nor does he try and dodge blows. Instead, the brawler shrugs off attacks and keeps fighting. A brawler gains a number of temporary hit points at the start of each encounter equal to his maximum hit points. These temporary hit points can be healed by positive energy as if they were his true hit points (or negative energy, if the brawler is healed by negative energy). These temporary hit points last until they are removed (but as stated, they can be healed), or until the end of the encounter. For the purposes of this feature, the encounter does not automatically end when the brawler falls unconscious or starts dying. (Though it might end if, after the brawler falls, his enemies simply walk away or finish him off). The brawler only gains the benefits of Take a Punch while he is unarmored and does not carry a shield. (Putting on armor or donning a shield immediately removes all temporary hit points he has from this ability).
This replaces the fighter's normal armor proficiencies. A brawler does not gain proficiency with any armor or shield.
Maneuver Training (Ex):
At 1st level, and each even level after that, a brawler gains a bonus feat. This feat must either be an Improved Maneuver feat (such as Improved Trip) or a feat that has an Improved Maneuver feat as a prerequisite (such as Fury's Fall). The brawler need not choose these feats from the Combat feat list, so long as they meet the above prerequisites. The brawler must meet all prerequisites for the feats he gains, but he is always treated as having the Combat Expertise and Power Attack feats for the purposes of qualifying for these bonus feats. (He does not gain the benefits of Combat Expertise or Power Attack unless he spends a feat slot on them).
This replaces the fighter's bonus feat feature.
Throw Down (Ex):
At 2nd level, the brawler gains a +2 bonus to his CMB and CMD for all combat maneuvers that he possesses the Improved Maneuver feat for. (So if the brawler had Improved Bull Rush and Improved Sunder, he would get a +2 bonus to his CMB and CMD for bull rush and sunder attempts only). Whenever the brawler gains a new Improved Maneuver feat, this bonus immediately applies to that maneuver as well. At 6th level, and every 4 levels after, this bonus increases by +2, to a maximum of +10 at level 18. The brawler only receives the benefits of Throw Down when he is making a combat maneuver check using his unarmed strike as the weapon, or while he is defending against a combat maneuver with both hands free.
This replaces the fighter's Bravery class feature.
Endless Brawling (Ex):
The brawler takes hits that weaken and punish him, but he continues to stand up, despite not wearing any sort of magical armor or shield. The brawler continues to stand long after stronger warriors would have fallen to their knees. There is only one word his enemies can think of to suit his insane resilience...Monster.
Starting at 3rd level, the brawler gains Fast Healing 1. This only applies while the brawler is unarmored and not carrying a shield. The brawler can only heal the temporary hit points he receives from Take a Punch with this feature, he cannot recover any of his actual hit points. (So if the brawler takes damage from falling, for example, he could not recover that with Endless Brawling, unless the fall was during an encounter, such as if he had been fighting a roc who scooped him up and dropped him). If a brawler heals at least 1 hit point from this feature while he is dying, he automatically stabilizes and immediately returns to consciousness when the sum total of his hit points and temporary hit points reaches 1 or higher.
At 7th level, and every 4 levels after, the brawler's Fast Healing increases by 1, to a maximum of Fast Healing 4 at 15th level.
This replaces the fighter's Armor Training class feature.
Weapon Training (Ex):
As the fighter class feature, but the brawler may only select the unarmed strike as his "weapon group". He gains no benefit from Weapon Training with any other weapon, even weapons that are in the same group as the unarmed strike.
The brawler does not receive his Weapon Training bonus to Combat Maneuver checks made with his unarmed strike or to his CMD when defending against disarm or sunder. Instead, the bonus to his damage rolls starts at +3, and increases by an additional +3 for every 4 levels. At 17th level, the brawler has accumulated a total of +4 to attack rolls and +12 to damage rolls with his unarmed strike.
Incredible Endurance (Ex):
A 19th level brawler gains DR 5/- when he is unarmored and not carrying a shield.
This replaces the fighter's Armor Mastery class feature.
Brawling Mastery (Ex):
A 20th level brawler may take 10 on all combat maneuver checks. He is treated as being two Size categories larger for the purposes of determining his CMB and CMD, as well as determining which creatures he may grapple, drag, or reposition and which creatures may grapple, drag, or reposition him. Creatures the brawler attempts to trip or overrun do not receive any racial bonus to their CMD (such as dwarves) or any special bonus to their CMD for having more than 2 legs.
This replaces the fighter's Weapon Mastery class feature.