The brawler is the yin to the monk's yang, possessing a brutal style onto their own using their bare knuckles or anything that is just as good. Where the monk disciplines her mind, the brawler disciplines their brawn, becoming versatile, agile and able to adapt to almost any situation in combat. Their body becomes a very powerful weapon. Brawlers themselves are not a rarity. They are commonly seen in arena events as their flashy moves and unique styles develop on the core entertainment of coliseum battles.

Role: Brawlers, like monks, are physically powerful and swift; however, their move sets differ in that they do not discipline mind over body, but body through their cunning. They fight dirty, and are not afraid to do whatever it takes to win. They live for the thrill of the fight and often like to show off in front of an audience or members of their own party. The party would be wise not to underestimate the brawler. They often have the bite to back up their bark, and possess both the maneuverability, cunning and strength to get them out of sticky situations.

Alignment: Any

Hitpoints: 10 hitpoints a level

Note: Brawler Cannot Multi-Class

Class Skills

The Brawler's class skills are Acrobatics (Dex),Climb (Str),Craft (Int),Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Level Base Attack Bonus (BAB) Maximum hits Fort Save Ref Save Will Save Special Unarmed Dmg
1st +1 1 +2 +2 +0 Brawler’s cunning, martial training, unarmed strike 1d6
2nd +2 1 +3 +3 +0 Bonus combat feat, brawler’s flurry (Two-Weapon Fighting) 1d6
3rd +3 1 +3 +3 +1 Maneuver training 1 1d6
4th +4 1 +4 +4 +1 AC bonus +1 1d8
5th +5 1 +4 +4 +1 Bonus combat feat, brawler’s strike (magic), close weapon mastery 1d8
6th +6 2 +5 +5 +2 - 1d8
7th +7 2 +5 +5 +2 Maneuver training 2 1d8
8th +8 2 +6 +6 +2 Bonus combat feat, brawler’s flurry (Improved Two-Weapon Fighting) 1d10
9th +9 2 +6 +6 +3 AC bonus +2, brawler’s strike (cold iron and silver) 1d10
10th +10 2 +7 +7 +3 - 1d10
11th +11 3 +7 +7 +3 Bonus combat feat, Maneuver training 3 1d10
12th +12 3 +8 +8 +4 brawler’s strike (alignment) 2d6
13th +13 3 +8 +8 +4 AC bonus +3 2d6
14th +14 3 +9 +9 +4 Bonus combat feat 2d6
15th +15 3 +9 +9 +5 brawler’s flurry(Greater Two-Weapon Fighting), Maneuver training 4 2d6
16th +16 4 +10 +10 +5 Awesome blow 2d8
17th +17 4 +10 +10 +5 Bonus combat feat, brawler (adamantine) 2d8
18th +18 4 +11 +11 +6 AC bonus +4 2d8
19th +19 4 +11 +11 +6 Maneuver training 5 2d8
20th +20 4 +12 +12 +6 Bonus combat feat [improved awesome blow, 2d10
21th +21 4 +12 +12 +7 - 2d10
22nd +22 4 +13 +13 +7 - 2d10
23rd +23 4 +13 +13 +7 Bonus combat feat,Maneuver training 6 2d10
24th +24 4 +14 +14 +8 AC bonus +5 3d6
25th +25 4 +14 +14 +8 - 3d6
26th +26 4 +15 +15 +8 Bonus combat feat 3d6
27th +27 4 +15 +15 +9 Maneuver training 7 3d6
28th +28 4 +16 +16 +9 AC bonus +6 3d8
29th +29 4 +16 +16 +9 Bonus combat feat 3d8
30th +30 4 +17 +17 +10 - 3d8

Weapon and Armor Proficiency

A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Brawler’s Cunning (Ex)

If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of Combat Feats.

Martial Training (Ex)

At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike

At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) 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 as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Bonus Combat Feats

At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler’s Flurry (Ex)

Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry.

A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.

Maneuver Training (Ex)

At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

Beyond level 20: A Brawler cannot select new Combat maneuver groups beyond level 20 but continues to His existing groups

AC Bonus (Ex)

At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load.

Brawler’s Strike (Ex)

At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction.

Close Weapon Mastery (Ex)

At 5th level, a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Awesome Blow (Ex)

At 16th level, the brawler can as a standard action perform an awesome blow combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the brawler hit it with the close weapon she is wielding or an unarmed strike, it is knocked f lying 10 feet in a direction of the brawler’s choice, and it falls prone. The brawler can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the brawler can be of any size to use this ability.)

Improved Awesome Blow (Ex)

At 20th level, the brawler can use her awesome blow ability as an attack rather than as a standard action. She may use it on creatures 1 size category larger. the damage from hitting an obstacle (if any) is also doubled.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License