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Slick
2007-10-15, 01:41 AM
This is the first time i've ever tried to make a class and I'd like too see how the general populace feels about it. Its designed to be a sort of untrained improvised weapon master, like a mix between Jackie Chan and John McClane

The Brawler

Requirements:
Alignment: Any non-lawful

HD: d10

Class Skills:
The brawler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill points at 1st level:(4+Int modifier) x 4
Skill points at each additional level: 4 + Int modifier

The Brawler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike|Flurry of Blows

1st|
+1|
+2|
+0|
+0| Improved unarmed strike, Flurry of Blows, AC bonus |
1d4|
-1/-1

2nd|
+2|
+3|
+0|
+0| Fast movement, die hard |
1d4|
+0/+0

3rd|
+3|
+3|
+1|
+1||
1d4|
+1/+1

4th|
+4|
+4|
+1|
+1|Improvised Weapons|
1d6|
+2/+2

5th|
+5|
+4|
+1|
+1||
1d6|
+4/+4

6th|
+6/+1|
+5|
+2|
+2|Hard to Kill, Die Harder|
1d6|
+5/+5/+0

7th|
+7/+2|
+5|
+2|
+2|Bonus Feat|
1d6|
+6/+6/+1

8th|
+8/+3|
+6|
+2|
+2| Greater Improvised Weapons|
1d8|
+7/+7/+2

9th|
+9/+4|
+6|
+3|
+3||
1d8|
+9/+9/+4

10th|
+10/+5|
+7|
+3|
+3|Die Hard With a Vengeance|
1d8|
+10/+10/+5

11th|
+11/+6/+1|
+7|
+3|
+3||
1d8|
+11/+11/+6/+1

12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat|
1d10|
+12/+12/+7/+2

13th|
+13/+8/+3|
+8|
+4|
+4||
1d10|
+13/+13/+8/+3

14th|
+14/+9/+4|
+9|
+4|
+4|Unbalance Opponent|
1d10|
+14/+14/+9/+4

15th|
+15/+10/+5|
+9|
+5|
+5||
1d10|
+15/+15/+10/+5

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Superior Improvised Weapons|
2d6|
+16/+16/+11/+6/+1

17th|
+17/+12/+7/+2|
+10|
+5|
+5| |
2d6|
+17/+17/+12/+7/+2

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat|
2d6|
+18/+18/+13/+8/+3

19th|
+19/+14/+9/+4|
+11|
+6|
+6| |
2d6|
+19/+19/+17/+9/+4

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Final Blow|
2d8|
+20/+20/+15/+10/+5 [/table]


Class Features:

Weapon and Armor Proficiency: Brawlers are proficient with daggers, clubs, javelin, spears, nunchaku, quarterstaffs, kukri, and slings. Brawlers are not proficient with any armor or shields.

AC Bonus (Ex): When unarmored and unencumbered, the brawler adds her Constitution bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the brawler flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored and unemcumbered, a brawler may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Brawler. This penalty applies for 1 round, so it also affects attacks of opportunity the brawler might make before her next action. When a brawler reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A brawler must use a full attack action to strike with a flurry of blows. When using flurry of blows, a brawler may attack only with unarmed strikes, brawler weapons or small improvised weapons

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A Brawler’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a brawler may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a brawler striking unarmed. A brawler may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The brawler.

Fast Movement (Ex): 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 and not carrying a heavy load.

Die Hard: A Brawler gains the benefit of the Die Hard Feat even if he does not meet the prerequisites.

Improvised Weapons: Brawler gains proficiency with improvised weapons. A brawler’s improvised weapon does unarmed damage plus 1d4. When a brawler rolls a natural 1 on attack the improvised weapon breaks.

Hard to kill: Instead of dying at -10 hit points, a brawler doesn’t die until they reach their Constitution score in negative hit points. For example a brawler with a Con. score of 16 will not die until he reaches -16 hit points.

Die harder: Brawler can make full round actions once he goes below 0 hit points.

Bonus feat: At 7th, 12th, and 18th level Brawlers gain a bonus feat of his choice as long as he meets the prerequisites.

Greater improvised weapons: A brawler of 9th level or higher wielding an improvised weapon deals an extra 1d8 damage instead of 1d4.

Die hard with a vengeance: At 10th level, a brawler deals more damage when he is severely wounded. When a brawler's hit points drop to 0 or lower, a brawler's unarmed strike damage doubles. This includes the damage when weilding an improvised weapon. For example, Drake, a 12th level Brawler has just fallen to -3 HP. All attacks from his ale mug deal 2d10 + 1d8 until he either goes unconcious or recieves healing.

Unbalance opponent: During the brawler’s action, the character designates an opponent no more than one size category larger or smaller than the brawler. That opponent doesn’t get to add his or her Strength modifier to attack rolls when attacking the character in melee. (If the opponent has a Strength penalty, he or she still takes that penalty.)The opponent’s Strength modifier applies to damage, as usual. The character can select a new opponent at will as an immediate action

Superior improvised weapons: A brawler of 16th level or higher wielding an improvised weapon deals an extra 1d12 damage instead of 1d8.

Final Blow: Once per week a brawler can sacrifice all his hit points for one final blow. If the attack hits the brawler adds 1d10 per character level to his base damage. The brawler automatically drops to 0 hit points and is rendered unconscious regardless of previous abilities. The opponent, if still alive after damage is dealt, must make a fortitude save equal to 10 + Brawlers character level + con modifier or die instantly. If a brawler uses this attack at or below 0 hit points, he too must make the same fortitude save or die.

TO_Incognito
2007-10-15, 05:50 AM
#1 - How many skill points per level?

#2 - Improvised Weapons is a bit of stretch; it's kind of hard to believe that someone who is effectively proficient with a chair still takes a -4 penalty when attacking with a club. But yet, if you just remove the -4 penalty for every weapon, the brawler effectively becomes proficient with everything 0.0. The damage might be a little high too; I'd consider making it (the amount of damage the improvised weapon would normally deal) + (unarmed damage - 2 steps).

Other than that, it looks like a good unarmed class. Would be nice to get even a bit more customizability.

reorith
2007-10-15, 10:32 AM
this looks like a monk fix that doesn't suck. for the final blow, there should be an ability modifier involved 10+ brawler level + cha or something.

Slick
2007-10-15, 09:19 PM
#1 - How many skill points per level?

#2 - Improvised Weapons is a bit of stretch; it's kind of hard to believe that someone who is effectively proficient with a chair still takes a -4 penalty when attacking with a club. But yet, if you just remove the -4 penalty for every weapon, the brawler effectively becomes proficient with everything 0.0. The damage might be a little high too; I'd consider making it (the amount of damage the improvised weapon would normally deal) + (unarmed damage - 2 steps).

Other than that, it looks like a good unarmed class. Would be nice to get even a bit more customizability.

Thanks for pointing out the skill points. I also added a few more weapons that a brawler could be proficient with, weapons that could easily be substituted with improvised weapons. As for the damage, its no more than a monk/drunken master.


this looks like a monk fix that doesn't suck. for the final blow, there should be an ability modifier involved 10+ brawler level + cha or something.

Done.

NakedCelt
2007-10-16, 01:40 AM
Hey, the seven of us who've done a base class called the "brawler" (you, me (http://www.giantitp.com/forums/showthread.php?t=53334), ...Eh? (http://www.giantitp.com/forums/showthread.php?t=45038), Rnett (http://www.giantitp.com/forums/showthread.php?t=39972), Vazzaroth (http://www.giantitp.com/forums/showthread.php?t=26329), Fax Celestis (http://www.giantitp.com/forums/showthread.php?t=11110) and ShneekeyTheLost (http://www.giantitp.com/forums/showthread.php?t=11783)) should get together and make a definitive version! Maybe we should invite Roderick_BR, too, who made one as a fighter variant (http://www.giantitp.com/forums/showthread.php?t=56408), and then the people who've done prestige classes — Ultimatum479 (http://www.giantitp.com/forums/showthread.php?t=31001), vaultdweller (http://www.giantitp.com/forums/showthread.php?t=47103), The_Chilli_God (http://www.giantitp.com/forums/showthread.php?t=11608). We wouldn't even have to confine ourselves to this board... (http://dicefreaks.com/phpBB2/viewtopic.php?t=3724)

Seriously, why does the word "brawler" keep popping up over and over? Maybe we should just ask Wizards of the Coast to make it official.

Slick
2007-10-16, 07:45 AM
That doesn't sound like a bad idea. I didn't even know there were that many variations of the class.

NakedCelt
2007-10-16, 09:25 PM
I've started to put together a brawler comparison spreadsheet. Special class features will of course take a long time to collate, but here's the regular stuff, put together from a comparison of the twelve "brawlers" so far polled:
Alignment: Tending towards chaotic.
HD: d10. (Eight had d10, two d8, two d12.)
Base Attack Bonus: Full (as fighter).
Fortitude save: Good (1/2 level +2).
Reflex save: Disputed. Half-and-half either way.
Will save: Poor (1/3 level).
Skill points per level: seems to be averaging out at 3 (some like 4, some like 2).
Class skills. Those listed by more than half of the twelve are "confirmed", those listed by four to six of us "disputed". If less than three of us listed a particular skill as a class skill, it's rejected and not noted here.
Confirmed: climb, intimidate, jump, swim, tumble. Disputed: balance, bluff, craft, escape artist, hide, listen, sense motive, spot.

Slick
2007-10-18, 01:16 AM
Let me know if you need any help.

NakedCelt
2007-10-18, 04:02 AM
More:
Improved Unarmed Strike: All base class versions grant this bonus feat at first level; all prestige class versions require it as a prerequisite. Many include monk-style die size increases in damage dealt; starting damage die size varies, but damage die size rises at 4th, 8th, 12th, 16th and 20th level in every single case.
Flurry of blows: Disputed. Roughly half and half, with variations among those who include it as to how much the attack roll penalty is, and when (if ever) it improves.
Armour Class bonus: Half and half, and each of those who include it has a different version.
Rage: Disputed. Four include it, but only one at first level.
Armour proficiency: Light armour disputed; definitely no other kind. Most of us do grant our Brawlers proficiency with the gauntlet, however.
Weapon proficiency: Gauntlets, and also, in half of all cases, improvised weapons — but not necessarily at first level.