LordFluffy
2013-08-14, 01:02 PM
I was looking for a class that 1) wasn't Monk and 2)made things stop living with it's fist as their primary ability. I found some Brawler homebrews and wasn't really satisfied, so I wrote up my own.
Some guiding principles: Monks hit things hard and often and have Stunning Fist and feats that tree off of Stunning Fist to set them apart. I didn't want to just replicate that. I also wanted to give them a little bit of a gladiatorial feel, i.e. they don't just fight, they put on a show.
What I came up with is more a fighter variant. So, let me know if I made something broken?
Where I started:Class Name: The Brawler
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2
2nd|
+2|
+3|
+3|
+0|
Bonus Feat|
20/x2
3rd|
+3|
+3|
+3|
+1|
Superior Unarmed Strike|
20/x2
4th|
+4|
+4|
+4|
+1|
Bonus Feat|
20/x2
5th|
+5|
+4|
+4|
+1||
19-20/x2
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2
7th|
+7/2|
+5|
+5|
+2|
The Roar of the Crowd|
19-20/x2
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2
9th|
+9/4|
+6|
+6|
+3||
19-20/x3
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3
11th|
+11/6/1|
+7|
+7|
+3|
Stick And Move|
19-20/x3
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3
13th|
+13/8/3|
+8|
+8|
+8||
18-20/x3
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3
15th|
+15/10/5|
+9|
+9|
+5|
Fast Movement|
18-20/x3
16th|
+16/11/6/1|
+10|
+10|
+5|
Bonus Feat|
18-20/x3
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4
19th|
+19/14/9/4|
+11|
+11|
+6|
Shoulder to Shoulder|
18-20/x4
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Feint, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Power Attack (PH), Flying Kick (CW), Roundabout Kick (CW), Snap Kick (ToB), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Weapon Focus, Power Critical, Weapon Specialization, Greater Weapon Specialization, Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes. It does not apply to gauntlets or similar weapons.
Superior Unarmed Strike: At 3rd Level, the Brawler gains Superior Unarmed Strike feat.
The Roar of the Crowd: At 7th level, if the Brawler is fighting and is being observed by at least one ally, even if it's an ally combatant, the Brawler recieves a morale bonus equal to his Unarmed Strike damage multipler to hit with unarmed strikes.
Stick and Move: At 11th level, If the Brawler makes a successful unarmed melee attack this round, he may take one 5 foot step in addition to his move action or free 5 foot step.
Fast Movement: A Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Shoulder to Shoulder: At 19th level, the Brawler's allies receive a +4 morale bonus to melee combat after the first round of combat.
Revision 1: Class Name: The Brawler
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical|Unarmed Damage
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2|
1d6
2nd|
+2|
+3|
+3|
+0|
Bonus Feat|
20/x2|
d6
3rd|
+3|
+3|
+3|
+1|
Stand Your Ground, Fast Movement|
20/x2|
d6
4th|
+4|
+4|
+4|
+1|
Bonus Feat|
20/x2|
d8
5th|
+5|
+4|
+4|
+1||
19-20/x2|
d8
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2|
d8
7th|
+7/2|
+5|
+5|
+2|
Stick and move, Uncanny Dodge|
19-20/x2|
d8
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2|
d10
9th|
+9/4|
+6|
+6|
+3||
19-20/x3|
d10
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3|
d10
11th|
+11/6/1|
+7|
+7|
+3|
Stick And Move|
19-20/x3|
d10
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3|
2d6
13th|
+13/8/3|
+8|
+8|
+8||
18-20/x3|
2d6
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3|
2d6
15th|
+15/10/5|
+9|
+9|
+5|
Evasion|
18-20/x3|
2d6
16th|
+16/11/6/1|
+10|
+10|
+5|
Bonus Feat|
18-20/x3|
2d8
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4|
2d8
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4|
2d8
19th|
+19/14/9/4|
+11|
+11|
+6|
Improved Uncanny Dodge|
18-20/x4|
2d8
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4|
2d10[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Feint, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Power Attack (PH), Flying Kick (CW), Roundabout Kick (CW), Snap Kick (ToB), Superior Unarmed Fighting (they gain the same bonus as monks), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Weapon Focus, Power Critical, Weapon Specialization, Greater Weapon Specialization, Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes. It does not apply to gauntlets or similar weapons.
Stand your ground: At 3rd Level, the Brawler may a class bonus equal to his damage multiplier for unarmed attacks to Strength tests when defending against a Bull Rush and to Dexterity or Strength checks to avoid being Overun or Tripped.
In addition, the Brawler may add the same bonus to his Strength test when attempting to Overrun, Trip or Bull Rush an opponent.
If the Brawler is knocked prone, he may stand up as a swift action.
Fast Movement: At 3rd level, a Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Stick and Move: At 7th level, If the Brawler makes a successful unarmed melee attack this round, he may take a single 5 foot step in addition to his move action or free 5 foot step. He may make only one additional 5 foot step this way per round.
This should hopefully be an improvement. Tier wise, I'm content with Brawler getting to 3rd, though I have no problem with him being compared to either monks or fighters for effectiveness, as that's kind of what I was shooting for.[/QUOTE]
Revision 2:
Class Name: The Brawler
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical|Unarmed Damage|Natural AC bonus
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2|
d6|
+1
2nd|
+1|
+3|
+3|
+0|
Bonus Feat|
20/x2|
d6|
+1
3rd|
+1|
+3|
+3|
+1|
Stand Your Ground, Fast Movement|
20/x2|
d6|
+1
4th|
+2|
+4|
+4|
+1|
Bonus Feat|
20/x2|
d8|
+1
5th|
+2|
+4|
+4|
+1||
19-20/x2|
d8|
+2
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2|
d8|
+2
7th|
+7/2|
+5|
+5|
+2|
Stick and Move, Uncanny Dodge|
19-20/x2|
d8|
+2
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2|
d10|
+2
9th|
+9/4|
+6|
+6|
+3||
19-20/x3|
d10|
+3
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3|
d10|
+3
11th|
+11/6/1|
+7|
+7|
+3|
Improved Uncanny Dodge|
19-20/x3|
d10|
+3
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3|
2d6|
+3
13th|
+13/8/3|
+8|
+8|
+8||
18-20/x3|
2d6|
+4
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3|
2d6|
+4
15th|
+15/10/5|
+9|
+9|
+5|
Evasion|
18-20/x3|
2d6|
+4
16th|
+16/11/6/1|
+10|
+10|
+4|
Bonus Feat|
18-20/x3|
2d8|
+4
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4|
2d8|
+5
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4|
2d8|
+5
19th|
+19/14/9/4|
+11|
+11|
+6||
18-20/x4|
2d8|
+5
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4|
2d10|
+5[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Bull Rush, Improved Feint, Improved Overrun, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Knockout Punch (New), Power Attack (PH), Flying Kick (CW), Roar of the Crowd (New), Shoulder to Shoulder to Shoulder (New)Roundabout Kick (CW), Snap Kick (ToB), Superior Unarmed Fighting (they gain the same bonus as monks), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Unarmed Focus (New), Power Critical, Unarmed Specialization (New), Greater Unarmed Specialization (New), Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
In addition, the Brawler's base damage for unarmed strikes is increased. To gain this bonus, the Brawler must be no more encumbered than with a light load and wearing nothing heavier than light armor. If he is using gauntlets or similar enhancements to unarmed attacks, his base damage is the same, but he does gain a +1 bonus to his damage rolls.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes, not other weapons. If the Brawler is encumbered or armored such that he loses his additional damage to unarmed combat, he does not lose this ability.
Natural Armor Class Bonus: At 1st level, the Brawler gains a natural armor class bonus.
Stand your ground: At 3rd Level, the Brawler may add a class bonus equal to his damage multiplier for unarmed attacks to Strength tests when defending against a Bull Rush or a Grapple attack, as well as to Dexterity or Strength checks to avoid being Overun or Tripped.
In addition, the Brawler may add the same bonus to his Strength test when attempting to Grapple, Overrun, Trip or Bull Rush an opponent.
If the Brawler is knocked prone, he may stand up as an immediate action.
Fast Movement: At 3rd level, a Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Stick and Move: At 7thh level, If the Brawler makes a successful unarmed melee attack this round, he may take a single 5 foot step in addition to his move action or free 5 foot step. He may make only one additional 5 foot step this way per round.
Uncanny Dodge: Starting at 11th level, a Brawler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Brawler already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge: A brawler of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Revision 3:
Class Name: The Brawler
Alignment: Any Chaotic
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Sense Motive, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical|Unarmed Damage|Natural AC bonus
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2|
d6|
+1
2nd|
+1|
+3|
+3|
+0|
Bonus Feat|
20/x2|
d6|
+1
3rd|
+1|
+3|
+3|
+1|
Stand Your Ground, Fast Movement|
20/x2|
d6|
+1
4th|
+2|
+4|
+4|
+1|
Bonus Feat|
20/x2|
d8|
+1
5th|
+2|
+4|
+4|
+1||
19-20/x2|
d8|
+2
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2|
d8|
+2
7th|
+7/2|
+5|
+5|
+2|
Stick and Move, Stiff Arm|
19-20/x2|
d8|
+2
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2|
d10|
+2
9th|
+9/4|
+6|
+6|
+3||
19-20/x3|
d10|
+3
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3|
d10|
+3
11th|
+11/6/1|
+7|
+7|
+3|
Vicious Uppercut|
19-20/x3|
d10|
+3
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3|
2d6|
+3
13th|
+13/8/3|
+8|
+8|
+8|
Uncanny Dodge|
18-20/x3|
2d6|
+4
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3|
2d6|
+4
15th|
+15/10/5|
+9|
+9|
+5|
Evasion|
18-20/x3|
2d6|
+4
16th|
+16/11/6/1|
+10|
+10|
+4|
Bonus Feat|
18-20/x3|
2d8|
+4
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4|
2d8|
+5
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4|
2d8|
+5
19th|
+19/14/9/4|
+11|
+11|
+6|
Improved Uncanny Dodge|
18-20/x4|
2d8|
+5
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4|
2d10|
+5[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Bull Rush, Improved Feint, Improved Overrun, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Knockout Punch (New), Power Attack (PH), Flying Kick (CW), Roar of the Crowd (New), Shoulder to Shoulder to Shoulder (New)Roundabout Kick (CW), Snap Kick (ToB), Superior Unarmed Fighting (they gain the same bonus as monks), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Unarmed Focus (New), Power Critical, Unarmed Specialization (New), Greater Unarmed Specialization (New), Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
In addition, the Brawler's base damage for unarmed strikes is increased. To gain this bonus, the Brawler must be no more encumbered than with a light load and wearing nothing heavier than light armor. If he is using gauntlets or similar enhancements to unarmed attacks, his base damage is the same, but he does gain a +1 bonus to his damage rolls.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes, not other weapons. If the Brawler is encumbered or armored such that he loses his additional damage to unarmed combat, he does not lose this ability.
Natural Armor Class Bonus: At 1st level, the Brawler gains a natural armor class bonus.
Stand your ground: At 3rd Level, the Brawler may add a class bonus equal to his damage multiplier for unarmed attacks to Strength tests when defending against a Bull Rush or a Grapple attack, as well as to Dexterity or Strength checks to avoid being Overun or Tripped.
In addition, the Brawler may add the same bonus to his Strength test when attempting to Grapple, Overrun, Trip or Bull Rush an opponent.
If the Brawler is knocked prone, he may stand up as an immediate action.
Fast Movement: At 3rd level, a Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Stick and Move: At 7th level, If the Brawler makes a successful unarmed melee attack this round, he may take a single 5 foot step in addition to his move action or free 5 foot step. He may make only one additional 5 foot step this way per round.
Stiff Arm - At 7th level, the brawler may make a normal unarmed attack (doing normal damage) and, if successful, the target must make a immediate bull rush check or be pushed back by (5 + the Brawler's strength damage bonus) feet. He may do this only to targets who are not charging and not mounted. The brawler must announce he is doing a stiff arm before the unarmed attack roll on his opponent and may only do so once per round; if the attack misses, he must wait until the following round to make another attempt.
Vicious Uppercut - At 11th level, the brawler may make a normal unarmed attack (doing his normal damage) and, if successful, the target must make an immediate overrun check or be lifted up off of his feet and knocked prone. He may do this only to targets who are not charging and not mounted. The brawler must announce he is doing a stiff arm before the unarmed attack roll on his opponent and may only do so once per round; if the attack misses, he must wait until the following round to make another attempt.
Uncanny Dodge: Starting at 13th level, a Brawler can react to danger before his senses would normally allow him to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Brawler already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Evasion (Ex): At 15th level and higher, a 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 light armor or no armor. A helpless Brawler does not gain the benefit of evasion.
Improved Uncanny Dodge: A brawler of 19th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
New Feats:
Unarmed Specialization:
Prerequisites: Weapon Focus (Unarmed), Improved Unarmed Combat
Benefit: You gain a +2 bonus on all damage rolls you make using unarmed attacks.
Greater Unarmed Focus:
Prerequisites: Weapon Focus (Unarmed), Improved Unarmed Combat, 4 levels from any of the following: fighter, monk or brawler
Benefit: You gain a +1 to hit using an unarmed attack. This bonus stacks wtih Weapon Focus (Unarmed).
Greater Unarmed Specialization:
Prerequisites: Weapon Focus (Unarmed), Improved Unarmed Combat, 8 levels from any of the following: fighter, monk or brawler.
Benefit: You gain a +2 bonus on all damage rolls you make using unarmed attacks. This bonus stacks with Unarmed Specialization.
Knockout Punch:
Prerequisites: Improved Unarmed Combat, Str 14 or greater.
Benefit: When making an unarmed attack inflicting non-lethal damage, you treat the attack as if it was a confirmed critical strike.
Roar of the Crowd:
Prerequisites: 4 Ranks of Perform, BAB of +1
Benefit: The way you fight is so crowd pleasing that, if you are being observed by at least one friendly viewer while fighting, you may recieve a +2 moral bonus to rolls to hit.
Shoulder to Shoulder :
Prerequisites: 4 Ranks of Perform, BAB of +3, Roar of the Crowd
Benefit: The way you fight is so inspiring that you and your allies may, after viewing you fight for 1 round, gain a +2 moral bonus to hit. This bonus stacks with your bonus from Roar of the Crowd. If you are interrupted in fighting for more rounds than you have ranks in perform divided by four, then you must fight for another full round for you and your comrades to recieve the bonus.
Thanks for taking a look.
Some guiding principles: Monks hit things hard and often and have Stunning Fist and feats that tree off of Stunning Fist to set them apart. I didn't want to just replicate that. I also wanted to give them a little bit of a gladiatorial feel, i.e. they don't just fight, they put on a show.
What I came up with is more a fighter variant. So, let me know if I made something broken?
Where I started:Class Name: The Brawler
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2
2nd|
+2|
+3|
+3|
+0|
Bonus Feat|
20/x2
3rd|
+3|
+3|
+3|
+1|
Superior Unarmed Strike|
20/x2
4th|
+4|
+4|
+4|
+1|
Bonus Feat|
20/x2
5th|
+5|
+4|
+4|
+1||
19-20/x2
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2
7th|
+7/2|
+5|
+5|
+2|
The Roar of the Crowd|
19-20/x2
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2
9th|
+9/4|
+6|
+6|
+3||
19-20/x3
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3
11th|
+11/6/1|
+7|
+7|
+3|
Stick And Move|
19-20/x3
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3
13th|
+13/8/3|
+8|
+8|
+8||
18-20/x3
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3
15th|
+15/10/5|
+9|
+9|
+5|
Fast Movement|
18-20/x3
16th|
+16/11/6/1|
+10|
+10|
+5|
Bonus Feat|
18-20/x3
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4
19th|
+19/14/9/4|
+11|
+11|
+6|
Shoulder to Shoulder|
18-20/x4
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Feint, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Power Attack (PH), Flying Kick (CW), Roundabout Kick (CW), Snap Kick (ToB), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Weapon Focus, Power Critical, Weapon Specialization, Greater Weapon Specialization, Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes. It does not apply to gauntlets or similar weapons.
Superior Unarmed Strike: At 3rd Level, the Brawler gains Superior Unarmed Strike feat.
The Roar of the Crowd: At 7th level, if the Brawler is fighting and is being observed by at least one ally, even if it's an ally combatant, the Brawler recieves a morale bonus equal to his Unarmed Strike damage multipler to hit with unarmed strikes.
Stick and Move: At 11th level, If the Brawler makes a successful unarmed melee attack this round, he may take one 5 foot step in addition to his move action or free 5 foot step.
Fast Movement: A Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Shoulder to Shoulder: At 19th level, the Brawler's allies receive a +4 morale bonus to melee combat after the first round of combat.
Revision 1: Class Name: The Brawler
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical|Unarmed Damage
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2|
1d6
2nd|
+2|
+3|
+3|
+0|
Bonus Feat|
20/x2|
d6
3rd|
+3|
+3|
+3|
+1|
Stand Your Ground, Fast Movement|
20/x2|
d6
4th|
+4|
+4|
+4|
+1|
Bonus Feat|
20/x2|
d8
5th|
+5|
+4|
+4|
+1||
19-20/x2|
d8
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2|
d8
7th|
+7/2|
+5|
+5|
+2|
Stick and move, Uncanny Dodge|
19-20/x2|
d8
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2|
d10
9th|
+9/4|
+6|
+6|
+3||
19-20/x3|
d10
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3|
d10
11th|
+11/6/1|
+7|
+7|
+3|
Stick And Move|
19-20/x3|
d10
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3|
2d6
13th|
+13/8/3|
+8|
+8|
+8||
18-20/x3|
2d6
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3|
2d6
15th|
+15/10/5|
+9|
+9|
+5|
Evasion|
18-20/x3|
2d6
16th|
+16/11/6/1|
+10|
+10|
+5|
Bonus Feat|
18-20/x3|
2d8
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4|
2d8
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4|
2d8
19th|
+19/14/9/4|
+11|
+11|
+6|
Improved Uncanny Dodge|
18-20/x4|
2d8
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4|
2d10[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Feint, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Power Attack (PH), Flying Kick (CW), Roundabout Kick (CW), Snap Kick (ToB), Superior Unarmed Fighting (they gain the same bonus as monks), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Weapon Focus, Power Critical, Weapon Specialization, Greater Weapon Specialization, Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes. It does not apply to gauntlets or similar weapons.
Stand your ground: At 3rd Level, the Brawler may a class bonus equal to his damage multiplier for unarmed attacks to Strength tests when defending against a Bull Rush and to Dexterity or Strength checks to avoid being Overun or Tripped.
In addition, the Brawler may add the same bonus to his Strength test when attempting to Overrun, Trip or Bull Rush an opponent.
If the Brawler is knocked prone, he may stand up as a swift action.
Fast Movement: At 3rd level, a Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Stick and Move: At 7th level, If the Brawler makes a successful unarmed melee attack this round, he may take a single 5 foot step in addition to his move action or free 5 foot step. He may make only one additional 5 foot step this way per round.
This should hopefully be an improvement. Tier wise, I'm content with Brawler getting to 3rd, though I have no problem with him being compared to either monks or fighters for effectiveness, as that's kind of what I was shooting for.[/QUOTE]
Revision 2:
Class Name: The Brawler
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical|Unarmed Damage|Natural AC bonus
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2|
d6|
+1
2nd|
+1|
+3|
+3|
+0|
Bonus Feat|
20/x2|
d6|
+1
3rd|
+1|
+3|
+3|
+1|
Stand Your Ground, Fast Movement|
20/x2|
d6|
+1
4th|
+2|
+4|
+4|
+1|
Bonus Feat|
20/x2|
d8|
+1
5th|
+2|
+4|
+4|
+1||
19-20/x2|
d8|
+2
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2|
d8|
+2
7th|
+7/2|
+5|
+5|
+2|
Stick and Move, Uncanny Dodge|
19-20/x2|
d8|
+2
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2|
d10|
+2
9th|
+9/4|
+6|
+6|
+3||
19-20/x3|
d10|
+3
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3|
d10|
+3
11th|
+11/6/1|
+7|
+7|
+3|
Improved Uncanny Dodge|
19-20/x3|
d10|
+3
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3|
2d6|
+3
13th|
+13/8/3|
+8|
+8|
+8||
18-20/x3|
2d6|
+4
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3|
2d6|
+4
15th|
+15/10/5|
+9|
+9|
+5|
Evasion|
18-20/x3|
2d6|
+4
16th|
+16/11/6/1|
+10|
+10|
+4|
Bonus Feat|
18-20/x3|
2d8|
+4
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4|
2d8|
+5
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4|
2d8|
+5
19th|
+19/14/9/4|
+11|
+11|
+6||
18-20/x4|
2d8|
+5
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4|
2d10|
+5[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Bull Rush, Improved Feint, Improved Overrun, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Knockout Punch (New), Power Attack (PH), Flying Kick (CW), Roar of the Crowd (New), Shoulder to Shoulder to Shoulder (New)Roundabout Kick (CW), Snap Kick (ToB), Superior Unarmed Fighting (they gain the same bonus as monks), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Unarmed Focus (New), Power Critical, Unarmed Specialization (New), Greater Unarmed Specialization (New), Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
In addition, the Brawler's base damage for unarmed strikes is increased. To gain this bonus, the Brawler must be no more encumbered than with a light load and wearing nothing heavier than light armor. If he is using gauntlets or similar enhancements to unarmed attacks, his base damage is the same, but he does gain a +1 bonus to his damage rolls.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes, not other weapons. If the Brawler is encumbered or armored such that he loses his additional damage to unarmed combat, he does not lose this ability.
Natural Armor Class Bonus: At 1st level, the Brawler gains a natural armor class bonus.
Stand your ground: At 3rd Level, the Brawler may add a class bonus equal to his damage multiplier for unarmed attacks to Strength tests when defending against a Bull Rush or a Grapple attack, as well as to Dexterity or Strength checks to avoid being Overun or Tripped.
In addition, the Brawler may add the same bonus to his Strength test when attempting to Grapple, Overrun, Trip or Bull Rush an opponent.
If the Brawler is knocked prone, he may stand up as an immediate action.
Fast Movement: At 3rd level, a Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Stick and Move: At 7thh level, If the Brawler makes a successful unarmed melee attack this round, he may take a single 5 foot step in addition to his move action or free 5 foot step. He may make only one additional 5 foot step this way per round.
Uncanny Dodge: Starting at 11th level, a Brawler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Brawler already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge: A brawler of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Revision 3:
Class Name: The Brawler
Alignment: Any Chaotic
Hit Die: d12
Weapons and Armor: Simple Weapons Proficiency, Light Armor
Skill points/Class Skills: 4/Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge, Listen, Perform, Profession, Sense Motive, Swim, Tumble
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Critical|Unarmed Damage|Natural AC bonus
1st|
+1|
+2|
+2|
+0|
Bonus Feat, Improved Unarmed Combat|
20/x2|
d6|
+1
2nd|
+1|
+3|
+3|
+0|
Bonus Feat|
20/x2|
d6|
+1
3rd|
+1|
+3|
+3|
+1|
Stand Your Ground, Fast Movement|
20/x2|
d6|
+1
4th|
+2|
+4|
+4|
+1|
Bonus Feat|
20/x2|
d8|
+1
5th|
+2|
+4|
+4|
+1||
19-20/x2|
d8|
+2
6th|
+6/1|
+5|
+5|
+2|
Bonus Feat|
19-20/x2|
d8|
+2
7th|
+7/2|
+5|
+5|
+2|
Stick and Move, Stiff Arm|
19-20/x2|
d8|
+2
8th|
+8/3|
+6|
+6|
+2|
Bonus Feat|
19-20/x2|
d10|
+2
9th|
+9/4|
+6|
+6|
+3||
19-20/x3|
d10|
+3
10th|
+10/5|
+7|
+7|
+3|
Bonus Feat|
19-20/x3|
d10|
+3
11th|
+11/6/1|
+7|
+7|
+3|
Vicious Uppercut|
19-20/x3|
d10|
+3
12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat|
19-20/x3|
2d6|
+3
13th|
+13/8/3|
+8|
+8|
+8|
Uncanny Dodge|
18-20/x3|
2d6|
+4
14th|
+14/9/4|
+9|
+9|
+4|
Bonus Feat|
18-20/x3|
2d6|
+4
15th|
+15/10/5|
+9|
+9|
+5|
Evasion|
18-20/x3|
2d6|
+4
16th|
+16/11/6/1|
+10|
+10|
+4|
Bonus Feat|
18-20/x3|
2d8|
+4
17th|
+17/12/7/2|
+10|
+10|
+5||
18-20/x4|
2d8|
+5
18th|
+18/13/8/3|
+11|
+11|
+6|
Bonus Feat|
18-20/x4|
2d8|
+5
19th|
+19/14/9/4|
+11|
+11|
+6|
Improved Uncanny Dodge|
18-20/x4|
2d8|
+5
20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat|
18-20/x4|
2d10|
+5[/table]
Bonus Feat: The Brawler gains a number of bonus feats, similar to Fighters. They must meet all prerequisites. The list they may choose from is as follows: Acrobatic Strike (PH2), Blind Fight (PHB), Close Quarters Fighting (CW), Combat Acrobat (PH2), Combat Expertise (PHB), Improved Disarm, Improved Bull Rush, Improved Feint, Improved Overrun, Improved Trip, Riposte (DC), Combat Reflexes, Clever Opportunist, Dodge, Mobility, Spring Attack, Whirlwind Attack, Circle Kick (SF), Defensive Throw (CW), Deflect Arrows (PHB), Snatch Arrows, Feign Weakness (SF), Hammer Fist (DC), Improved Critical (PHB), Improved Initiative (PHB), Improved Grapple (PH), Intimidating Strike (PH2), Knockout Punch (New), Power Attack (PH), Flying Kick (CW), Roar of the Crowd (New), Shoulder to Shoulder to Shoulder (New)Roundabout Kick (CW), Snap Kick (ToB), Superior Unarmed Fighting (they gain the same bonus as monks), Weapon Finesse (PHB), Weapon Focus (Unarmed), Greater Unarmed Focus (New), Power Critical, Unarmed Specialization (New), Greater Unarmed Specialization (New), Two Weapon Fighting (PHB), Improved Two Weapon Fighting, Greater Two Weapon Fighting, Versitile Unarmed Strike (PH2)
Improved Unarmed Fighting: Brawlers get this feat for free at 1st Level.
In addition, the Brawler's base damage for unarmed strikes is increased. To gain this bonus, the Brawler must be no more encumbered than with a light load and wearing nothing heavier than light armor. If he is using gauntlets or similar enhancements to unarmed attacks, his base damage is the same, but he does gain a +1 bonus to his damage rolls.
Unarmed Critical: As the Brawler progresses, he learns how to make his strikes more effective. As a result, the threat range and critical multiplier for his strikes grows as he progresses.
This bonus only applies to unarmed strikes, not other weapons. If the Brawler is encumbered or armored such that he loses his additional damage to unarmed combat, he does not lose this ability.
Natural Armor Class Bonus: At 1st level, the Brawler gains a natural armor class bonus.
Stand your ground: At 3rd Level, the Brawler may add a class bonus equal to his damage multiplier for unarmed attacks to Strength tests when defending against a Bull Rush or a Grapple attack, as well as to Dexterity or Strength checks to avoid being Overun or Tripped.
In addition, the Brawler may add the same bonus to his Strength test when attempting to Grapple, Overrun, Trip or Bull Rush an opponent.
If the Brawler is knocked prone, he may stand up as an immediate action.
Fast Movement: At 3rd level, a Brawler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. (This is identical to the Barbarian special ability of the same name.)
Stick and Move: At 7th level, If the Brawler makes a successful unarmed melee attack this round, he may take a single 5 foot step in addition to his move action or free 5 foot step. He may make only one additional 5 foot step this way per round.
Stiff Arm - At 7th level, the brawler may make a normal unarmed attack (doing normal damage) and, if successful, the target must make a immediate bull rush check or be pushed back by (5 + the Brawler's strength damage bonus) feet. He may do this only to targets who are not charging and not mounted. The brawler must announce he is doing a stiff arm before the unarmed attack roll on his opponent and may only do so once per round; if the attack misses, he must wait until the following round to make another attempt.
Vicious Uppercut - At 11th level, the brawler may make a normal unarmed attack (doing his normal damage) and, if successful, the target must make an immediate overrun check or be lifted up off of his feet and knocked prone. He may do this only to targets who are not charging and not mounted. The brawler must announce he is doing a stiff arm before the unarmed attack roll on his opponent and may only do so once per round; if the attack misses, he must wait until the following round to make another attempt.
Uncanny Dodge: Starting at 13th level, a Brawler can react to danger before his senses would normally allow him to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Brawler already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Evasion (Ex): At 15th level and higher, a 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 light armor or no armor. A helpless Brawler does not gain the benefit of evasion.
Improved Uncanny Dodge: A brawler of 19th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
New Feats:
Unarmed Specialization:
Prerequisites: Weapon Focus (Unarmed), Improved Unarmed Combat
Benefit: You gain a +2 bonus on all damage rolls you make using unarmed attacks.
Greater Unarmed Focus:
Prerequisites: Weapon Focus (Unarmed), Improved Unarmed Combat, 4 levels from any of the following: fighter, monk or brawler
Benefit: You gain a +1 to hit using an unarmed attack. This bonus stacks wtih Weapon Focus (Unarmed).
Greater Unarmed Specialization:
Prerequisites: Weapon Focus (Unarmed), Improved Unarmed Combat, 8 levels from any of the following: fighter, monk or brawler.
Benefit: You gain a +2 bonus on all damage rolls you make using unarmed attacks. This bonus stacks with Unarmed Specialization.
Knockout Punch:
Prerequisites: Improved Unarmed Combat, Str 14 or greater.
Benefit: When making an unarmed attack inflicting non-lethal damage, you treat the attack as if it was a confirmed critical strike.
Roar of the Crowd:
Prerequisites: 4 Ranks of Perform, BAB of +1
Benefit: The way you fight is so crowd pleasing that, if you are being observed by at least one friendly viewer while fighting, you may recieve a +2 moral bonus to rolls to hit.
Shoulder to Shoulder :
Prerequisites: 4 Ranks of Perform, BAB of +3, Roar of the Crowd
Benefit: The way you fight is so inspiring that you and your allies may, after viewing you fight for 1 round, gain a +2 moral bonus to hit. This bonus stacks with your bonus from Roar of the Crowd. If you are interrupted in fighting for more rounds than you have ranks in perform divided by four, then you must fight for another full round for you and your comrades to recieve the bonus.
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