The pinnacle of bodily achievement, the brawler takes martial arts to the extreme. They consider the body to be the most finely tuned machine the world can offer. Brawlers specialize in different combat styles. Many brawlers tend towards neutral as their entire goal is to become the ultimate fighting machine, and training leaves little time for other matters. They disdain many fighters and mages because they let weapons and spells do their work, but get along well with monks and barbarians.
Role: Brawlers are distinctly frontline fighters, but how they fight depends on their combat styles and personal abilities. They can stand toe to talon with Vrocks, wrestle with Girallons, and sneak around like an invisible stalker. Brawlers are an incredibly versatile class and are suited to pretty much anything.
Hit Die: d8.
Skill Ranks per Level: 4 + Int modifier.
All of the following are class features of the brawler.
Weapon and Armor Proficiency: Brawlers are proficient with no weapons. They are not proficient with any type of armor or shield. Armor or weapons of any kind cause a brawler to lose all class features and feats granted.
AC Bonus (Ex)
When unarmored and unencumbered, the brawler adds his Wisdom bonus (if any) to his AC. In addition, a brawler gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five brawler levels thereafter, up to a maximum of +4 at 20th level.
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a brawler striking unarmed. A brawler may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a brawler’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He 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 enhance or improve either manufactured weapons or natural weapons.
A brawler also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Brawler.
Flurry of Blows
Starting at 1st level, a brawler can make a flurry of blows as a full-attack action. When doing so he may make one additional attack as if using Two-Weapon Fighting. At 8th level, the brawler can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the brawler does not meet the prerequisites for the feat). At 15th level, the brawler can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the brawler does not meet the prerequisites for the feat). A brawler applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows. A brawler may substitute disarm, sunder, grapple, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A brawler cannot use any weapon other than an unarmed strike as part of a flurry of blows. A brawler with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
At 1st level and as a brawler progresses in levels they will gain access to Combat Style abilities, which may be bonus feats or other powers. At 1st level, the brawler chooses a style in which they have been trained (eg: Muay Thai, Shotokan, etc), and gains the ability for that style. At higher levels the brawler may continue training in that style, gaining the higher level abilities for it, in order, or they may choose to train in a different style, acquiring the 1st ability of the new style. When the brawler reaches a level that a new combat style ability is chosen, they may choose the next step up of any style known, or once again choose the 1st step of a new one entirely. Certain styles may be restricted depending on the world you are playing in, or certain styles may only be available to certain races. You do not have to meet the prerequisites for feats and abilities granted by combat styles.
At 2nd level or higher, a brawler can avoid damage from many area-effect attacks. If a brawler 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 a brawler is wearing no armor. A helpless brawler does not gain the benefit of evasion.
At 3rd level or higher, a brawler within arm’s reach of a wall can use it to slow his descent. At 3rd level, he takes damage as if the fall were 20 feet shorter than it actually is. The brawler’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) increases 10 feet every three levels after third until, at 18th level, he can use a nearby wall to slow his descent and fall any distance without harm.
A brawler’s tuned fists can penetrate damage reduction. At 4th level the brawler gains the ability to act as if his unarmed strikes were magic for the purposes of damage reduction. At 7th level the brawler’s unarmed attacks qualify as magic and cold iron for the purposes of damage reduction. At 13th level, his fists now qualify as silver, magic, and cold iron for damage reduction. at 16th level they count as adamantine, silver, magic, and cold iron for damage reduction. At 19th level, the brawler’s unarmed strikes are completely unaffected by any damage reduction.
At 10th level, a brawler’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless brawler does not gain the benefit of improved evasion.
True Style Mastery
At 20th level, if a Brawler has chosen all of their combat style features from a single style, they gain an additional ability representing ultimate mastery of that style. If the Brawler has even once chosen an ability from a different style as their Combat Style feature, they do not gain this ability.
1st Level- Stunning Fist
2nd Level- Power Attack
5th Level- Toughness
8th Level- Tough Skin: Muay Thai artists have skin toughened by rigorous battles and training. You gain a Natural Armor bonus of +3.
11th Level- Medusa’s Wrath
14th Level- Extra attack on flurry of blows at highest bonus
17th Level- Improved Tough Skin: As they increase in skill, Muay Thai artists have toughened their skin to such a point that many blows glance right off them. You gain a Natural Armor bonus of +5. This does not stack with the Tough Skin ability.
20th Level Mastery Ability- Pummel Senseless: Masters of the Muay Thai style are unequalled experts at one very simple thing; beating the ever loving snot out of whoever they get their hands on. From 20th level, whenever the Muay Thai Master uses her flurry of blows ability and targets the same opponent with each strike, every successful attack deals 2 points of temporary wisdom damage in addition to the normal damage. This wisdom damage applies whether the Master is dealing normal or nonlethal damage.
1st Level- Stunning Fist
2nd Level- Flaming Fists
5th Level- Flaming Defense
14th Level- Greater Focus Blast
20th Level Mastery Ability- Soul Blast: A Shotokan Master has learned the secrets to harness the raw power of her soul to it’s greatest potential and let it loose in a massive destructive blast. At 20th level, the Master may take a full round action and spend 4 daily uses of Stunning Fist to execute a Soul Blast, dealing 6d10 points of non-typed magical damage in 60ft long, 10ft wide/high line. The Master may increase this damage by voluntarily taking temporary Wisdom and Charisma damage. For every point of damage to both scores (that’s -1 to both at once), the Soul Blast gains another 1d10 damage, up to a maximum of 20d10 damage. If the Master is immune to Wisdom or Charisma damage from any source, she cannot increase the damage of her Soul Blast in this fashion. All targets caught in the Soul Blast may make a Reflex Save, DC 10+half the Master’s Brawler level+her Wisdom modifier(calculated before added damage from Wis/Cha damage) to take half damage. Unattended objects are not immune to this damage, so Soul Blasts have a nasty tendency to destroy walls and other objects if used indoors, and to leave massive gashes in the ground period.
Special- Dancing Windblades are proficient with paired Bladed Tonfa and do not suffer the normal Brawler penalties associated with weapon use when using a paired Bladed Tonfa. They also get a +1 untyped bonus on attack rolls with paired Bladed Tonfa, representing their extensive training. Bladed Tonfa can be used as a special weapon for abilities like Flurry of Blows, like monk special weapons.
1st Level- Weapon Finesse
2nd Level- Two-Weapon Fighting
5th Level- Mobility
8th Level- Improved Two-Weapon Fighting
11th Level- Step of the Wind: Use Dimension Door as a move action. Your caster level for this ability is equal to your brawler level. This ability is usable a number of times per day equal to 1/2 half your brawler level + your Dex modifier.
14th Level- A 14th level Dancing Windblade learns how to maximize the damaging potential of the Bladed Tonfa. Use your unarmed damage in place of the normal Bladed Tonfa damage. This ability can only be used with paired Bladed Tonfa.
17th Level- Improved Weapon Finesse
20th Level Mastery Ability- Whirlwind of Blades: Dancing Windblade Masters are tornadoes of blades, mowing through crowds of enemies with ease and decimating foes. A number of times per day equal to your Dex modifier, you can enter a state of pure martial excellence. In this state, you gain a +5 bonus to all attack rolls, a +2 bonus to all attacks, and a threat range of 17-20/x2. The increased threat range does not stack with Improved Critical, the Keen Edge spell, or any other effect that increases threat range. In one round you can move at your full speed, not provoking attacks of opportunity, and make a full attack at any point in the movement. This ability lasts a number of rounds equal to your Dex modifier. This ability is only usable with the Bladed Tonfa.
2nd Level- Healing Touch: Heal hit points equal to your Brawler level times your Cha modifier. This ability is usable a number of times per day equal to your Brawler level + your Cha modifier. This ability can be used on you or someone else.
5th Level- Spiritual Fist: Your unarmed strikes deal normal damage to incorporeal opponents and critical undead.
17th Level- Spiritual Flesh: You gain DR 10/magic.
20th Level Mastery Ability- Living Spirit. At 20th level, a master of the Spirit Kanda harnesses the ultimate power of the style. First, she ceases to age, gaining a somewhat timeless appearance, though never looking older then indeterminate adulthood. Even if the Kanda master was Middle Age or older when she gained this ability, her appearance reverts to that of an Adult. Secondly, the Kanda master will never die of old age. Years simply cease to mean anything to one so closely bound to the spirits. Finally, the Kanda master may add her Wisdom modifier to any d20 roll she makes, 1/day. She may choose to use this ability after she already knows the result of the roll.
1st Level- Decisive Blow
2nd Level- Power Attack
5th Level- Roundabout Kick
8th Level- Counter Charge
11th Level- Improved Sunder
14th Level- Charging Blow
17th Level- Launching Strike
20th Level Mastery Ability- Death Blow: A Single Fist Master’s strikes shatter bones and armor, crumple walls, and even contain the force to kill someone in a single blow. Make a single attack roll at your highest attack bonus, with a -2 penalty. If this attack hits, the target of this strike must make a Fortitude save DC 10 + 1/2 your brawler level + your Strength mod + your Wisdom mod, or die instantly. A foe who succeeds on this saving throw takes normal unarmed damage.
2nd Level- +3 competence bonus on Stealth checks
17th Level- +8 competence bonus on Stealth checks
20th Level Mastery Ability- Master Strike: as rogue ability of the same name