View Full Version : Pathfinder Brawler Archetype (Beefed Up)

2014-07-31, 08:56 AM
A friend of mine wanted me to beef up the brawler for his player to use. This is what I got so far.

1: The CMB/CMD system has been replaced by saving throws. DC of maneuvers is 10+ BAB + Feat Bonus

2: This is not balanced to what Paizo makes because what Paizo makes tend to suck. This is made to give the fighter abilities that aren't just normal Joe McEveryday man abilities.

Tactical Brawler (Ex)
At first level the Brawler gains the grab action. This replaces grapple for all purposes and can be used anytime the fighter could make an attack. Creatures that are targeted by the grab gain a reflex save (DC 10 + BAB). Failure causes the target to be immobilized and entangled. Once per round the creature may use a move action to attempt to break free of the grab by making a Fortitude or Reflex save at the same DC. The brawler never provokes an AoO when performing a grab (or grapple). The Brawler must have at least one hand free, if two hands are used then increase the DC for any save by +1.

Brawlers may grab a creature up to 2 sizes larger than themselves.

The Fighter loses proficiency in heavy and medium armor.

Close Control (Ex)

At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. When the fighter has a creature grabbed they may use a swift action to push, pull, or reposition the target 5' and move into a square adjacent to the creature. The Brawler may spend a move action to move half speed and drag the target with them. The target gains a Fortitude save in order to negate this movement at the same DC.

This ability replaces armor training 1.

Close Combatant (Ex)

At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).

This ability replaces weapon training 1 and 2.

Close Weapon Group: bayonet [APG], brass knuckles [APG], cestus [UC], dan bong [UC], emei piercer [UC], fighting fan [UC], gauntlet, heavy shield, iron brush [UC], light shield, madu [UC], mere club [UC], punching dagger, sap, scizore [UC], spiked armor, spiked gauntlet, spiked shield, tekko-kagi [UC], tonfa [UC], unarmed strike, wooden stake [APG], and wushu dart [UC].

Menacing Stance (Ex)

At 7th level, a brawler constantly harries and distracts his enemies. While adjacent to the brawler, enemies take a –3 penalty on attack rolls and a –6 penalty on concentration checks. These penalties increase by 3 for every four levels after 7th level (to a maximum of –12 on attack rolls and –15 on concentration checks at 19th level). Creatures do not take these penalties if the brawler is dazed, helpless, staggered, stunned, or unconscious.

The Brawler may grab creatures up to 3 sizes larger than themselves.

This ability replaces armor training 2, 3, and 4 and armor mastery.

No Escape (Ex)

At 9th level, taking a 5-foot step out of the area of a brawler’s menacing stance or moving out of the area of a brawler’s menacing stance with a withdraw action provokes an attack of opportunity from the brawler.

This ability replaces weapon training 3 and 4.

Stand Still (lvl 13)
Magical and mundane means of escaping a grab do not work so well against the Brawler, spells (and the effects of spells and items) such as grease and freedom of movement do not help a target escape a grab by the Brawler. Furthermore, a creature within the Brawler's menecing stance who attempts to teleport (or be teleported) provokes AoO and causes the spell to fail.

Brawlers may grab creatures of any size.

Weapon Mastery (Ex)

A brawler must select a close weapon for this ability.