Link to Brawler Class Tree

About Brawlers

Go beyond the impossible and kick reason to the curb! And if that doesn't work, then punch it in the face!

At first glance, it may seem odd to see an warrior traveling unarmed. However, to assume that a brawler is unarmed would be a colossal mistake. Brawlers come pre-equipped from birth with two powerful, deadly weapons that are always on hand when they need to knock a few heads together. Of course, many brawlers choose to enhance the power of their fists with deadly accessories, such as claws, brass knuckles, punch daggers, etc., but the true heart of their power lies in their inner strength, thick fortitude, and massive egos. 

Armor Rating: Light Armor

Weapon Rating: Fist weapons

Abilities

At level one, you gain the first two warrior class abilities and the level one Brawler class ability. From levels two through twenty, you may only choose one ability per level: the warrior ability or the Brawler ability. You may choose abilities from previous levels except on levels 5, 15 and 20.  

 
Level Warrior Ability Brawler Ability
1 Power Attack (active ability): When making an attack, before dice are rolled, you can exchange part of your Attack Bonus for a Damage Bonus, up to your maximum. Stunning Strike (active ability) – A number of times per day equal to half the Brawlers character level (rounding up), he can attempt to stun his intended target with a well-aimed blow to the head. This attack inflicts maximum damage and forces the target to make a Constitution save at a DC of 10 plus the Brawlers his Strength modifier. If the target passes, they are Dazed for 1d3 rounds. If they fail, they are stunned until the end of their next turn.
1 Defensive Stance (active ability): Choose a single target. Instead of making an attack, you challenge your target, enticing them to attack you on their next action. If the target attacks you, you gain +2 to your defensive roll. If the target attacks an adjacent ally instead, you get an immediate free attack against the target with a +2 bonus to Attack and Damage.  
2 +1 Attack when outnumbering an opponent Precision Fighter (passive talent) - The Brawler may choose to use his Dexterity modifier for Attack rolls instead of Strength. His Strength modifier is still applied to melee damage.
3 +2 Squares to Charge distance Artful Dodger (passive talent) - While wearing Light armor, the Brawler gains a +1 bonus to Dodge rolls. If he opts to wear no armor at all, he gains a +2 bonus to Dodge rolls.
4 +1 to Defensive Stance rolls Heavy Handed (passive talent) – When the Brawler rolls doubles and generates stunt points, provided the attack successfully hits, the target must make a Constitution save at a DC of 10 plus the Brawlers Strength modifier. If the target passes, they are Dazed for 1d3 rounds. If they fail, they are stunned until the end of their next turn.
5   Cheap Shot (active ability) – A number of times per day equal to the Brawlers character level, he can take a Cheap Shot at an opponent with a +2 bonus to Damage, who suffers a -3 to Defensive rolls against this attack.
6 +2 to Intimidate checks Quick Reflexes (passive talent) - A veteran of many tavern fights, the Brawler is quick to react to sudden dangers and enjoys a +2 bonus to Initiative.
7 +2 to saves against poison, disease and other such physical ailments Watchful Eye (passive talent) – When facing an opponent directly, the Brawler gains a +2 bonus to Dodge rolls against that target.
8 +2 to Attack rolls Gimme That! (passive talent) - Once per day, the Brawler can attempt to Parry an attack made with a weapon at a -2 penalty. If successful, the Brawler and attacker must make opposed Strength checks. If the Brawler wins, he disarms the attacker and now holds their weapon.
9 +2 to Parry/Dodge rolls Dodgy Geezer (passive talent) - Well-accustomed to dodging flying mugs, chairs and the occasional body, the Brawler gains a +2 bonus to Dodge rolls against projectiles. This bonus stacks with any other benefits to Dodge.
10 Cleave (active ability) – Your attack carries through to a second adjacent target, using the same attack roll. Roll damage as normal for the second target. If either target is killed by this attack, you may carry through to a third adjacent target. Flurry of Blows (active ability) - A Brawler can unleash a Flurry of Blows against a single target a number of times per day equal to his Dexterity modifier. After landing a successful attack, the Brawler can make two additional attacks against the same target at a +2 bonus to Attack and Damage. The target must make a Constitution save at a DC of the Brawlers level plus his Strength modifier. If the target passes, they are Dazed for 1d3 rounds. If they fail, they are stunned until the end of their next turn.
11 +2 Attack and Damage on Charge Fists of Iron (passive talent) - A Brawler is adept at fighting without weaponry, turning their own fists into lethal weapons. The blunt force trauma of their strikes make armor no impediment to their blows. Light, Medium and Heavy Armor values are reduced by 3, 2 and 1 respectively against a Brawler's unarmed strikes.
12 -2 Armor penalties on actions Below the Belt (passive talent) - When attacking an opponent from behind, the Brawler's attacks gain a +2 bonus to Damage and leave the target Dazed until the end of their next turn.
13 +2 Non-combat Strength checks Evasive (passive talent) - Increases the Dodge bonus granted by Artful Dodger by 1.
14 When using Power Attack, Attack-to-Damage conversion now occurs at a 1:2 ratio. (-1 Attack becomes +2 Damage) Sucker Punch (passive talent) – They never see it coming. Successful Counterattacks leave the target Dazed until the end of their next turn.
15   Knockout Blow (active ability) – Once per day, the Brawler can strike with such power that it can render the target unconscious in a single blow. If the attack hits, it does maximum damage and the target must make a Constitution save at a DC of the Brawlers level plus his Strength modifier. If the target passes, they are stunned until the end of their next turn. If they fail, they are knocked out cold.
16 When using Defensive Stance, you may now challenge multiple enemies, up to a maximum equal to your Strength modifier. Gotchya Now! (passive talent) - When attacking a stunned target, the Brawler gains a +1 to Attack and +2 to Damage rolls.
17 +2 Armor rating Fists of Steel (passive talent) – The Brawler is a master of hand-to-hand combat, able to strike with such percussive force that armor cannot stop his blows. This talent enhances the effects of Fists of Iron. Light and Medium Armor are bypassed completely and attacks against Heavy Armor count as Armor Piercing.
18 +5 HP per level (retroactive) On Their Heels (passive talent) - When attacking a Dazed target, the Brawler gains a +2 to Attack and Damage rolls.
19 +1d6 Damage on Counterattacks Fists of Fury (passive talent) - All unarmed attacks made by the Brawler that deal at least half of his maximum potential damage leave the target Dazed until the end of their next turn.
20   ONE PUUUUUUUUUNCH! (Ultimate Ability) - Once per day, the Brawler can focus all of his energy and power into a single, devastating punch. If the attack hits, the target must make a Constitution save at a DC of 15 plus the Brawler's Strength. If they pass, they take 6d6 damage and are stunned for 1d3 rounds. If they fail, they are slain outright.

Link to Brawler Class Tree

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