Gnorman
2011-09-29, 03:52 AM
The Brawler
HD: d10
Class Skills: Balance, Climb, Craft, Intimidate, Escape Artist, Jump, Knowledge (geography), Knowledge (local), Listen, Profession, Spot, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Archetype, Fight Smarter and Harder
2nd|+2|+3|+3|+0|Lesser Archetype Power
3rd|+3|+3|+3|+1|Elusive Target
4th|+4|+4|+4|+1|Moderate Archetype Power
5th|+5|+4|+4|+1|Faster Than the Naked Eye
6th|+6/+1|+5|+5|+2|Greater Archetype Power, Hammer Fist[/table]
Proficiencies: A brawler is proficient with light armor and simple weapons. He is also proficient with unarmed strikes and natural weapons.
Archetype: At 1st level, a brawler chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Fight Smarter and Harder: At 1st level, the brawler gains either his Intelligence modifier or his Wisdom modifier as a bonus to his AC (whichever is higher) as long as he is wearing light or no armor, unencumbered and not equipped with a shield. This bonus increases by 1 at 3rd level and 2 at 6th level, and applies to touch attacks and when the brawler is flat-footed. He gains Improved Unarmed Strike as a bonus feat, and his unarmed strikes deal 1d6 bludgeoning damage. This damage increases to 1d8 at 3rd level and 1d10 at 6th. His unarmed strikes may also be enchanted - treat all his unarmed strikes as if they were a single masterwork weapon for this purpose.
Lesser Archetype Power: At 2nd level, the brawler gains the appropriate power for his archetype.
Elusive Target: At 3rd level, the brawler gains both Evasion and Uncanny Dodge. He also adds 10 feet to his base land speed - this bonus increases to 20 feet at 6th level.
Moderate Archetype Power: At 4th level, the brawler gains the appropriate power for his archetype.
Faster Than the Naked Eye: At 5th level, the brawler gains one extra attack in his full attack routine, at his highest base attack bonus. He may also make a full attack action as a standard action or as part of a charge. These abilities only apply if the brawler is unarmed.
Greater Archetype Power: At 6th level, the brawler gains the appropriate power for his archetype.
Hammer Fist: Three times per day, the brawler may choose to inflict maximum damage on one unarmed attack. This ability may be declared after the roll to hit succeeds. The receiving opponent must make a Fortitude save (with a DC equal to the amount of damage dealt) or be stunned for one round.
Archetypes:
Breathstealer
Lesser Archetype Power: A breathstealer gains Improved Grab, and is treated as being one size larger than he actually is for the purposes of grappling.
Moderate Archetype Power: Once per round as an immediate action, a breathstealer can initiate a grapple against an opponent within reach that has just missed him with a melee attack.
Greater Archetype Power: A breathstealer can constrict his opponent for his normal unarmed attack damage, and may use his Improved Grab ability against opponents of any size.
Bruiser
Lesser Archetype Power: A bruiser gains a battlefist, which replaces a hand of his choice permanently. In essence, treat this as a masterwork weapon - it gives his unarmed strikes a +1 bonus to attack rolls and allows them to do damage as if he were one size larger. It may also be enchanted further. The battlefist does not affect his ability to perform dexterous tasks or those requiring fine manipulation. In addition, his unarmed attacks are considered to be cold iron for the purposes of overcoming damage reduction.
Moderate Archetype Power: A bruiser's unarmed attacks are now considered to have reach, though he may still attack adjacent opponents. In addition, his unarmed attacks are considered to be silver for the purposes of overcoming damage reduction.
Greater Archetype Power: As a standard action, a bruiser may make an unarmed attack as a ranged touch attack against any foe within thirty feet that he could normally target with a ranged attack. In addition, his unarmed attacks are considered to be adamantine for the purposes of overcoming damage reduction.
Cenobite
Lesser Archetype Power: A cenobite may Lay on Hands as a paladin of his own level, although the ability uses either Wisdom or Intelligence (whichever is higher) instead of Charisma to determine the amount healed.
Moderate Archetype Power: A cenobite gains blindsight out to 30 feet and a +3 untyped bonus on all Will saves.
Greater Archetype Power: A cenobite may teleport a distance equal to his base speed as a move action. He must have line of sight to his destination. After using this ability, a cenobite may not use it again for three rounds.
Martial Artist
Lesser Archetype Power: A martial artist may initiate maneuvers as a swordsage of his level. His maneuver progression (both known and readied) and recovery mechanics are identical to the swordsage. The disciplines available to him are Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and two of the following: Desert Wind, Fool's Grip (http://www.giantitp.com/forums/showthread.php?t=67879), Mental Grip (http://www.giantitp.com/forums/showthread.php?t=138037), Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276), or Tiger Claw. In addition, he may use class abilities that normally require him to be unarmed as long as he uses improvised melee weapons (which he is now considered proficient with) or melee weapons that the monk is normally proficient with.
Moderate Archetype Power: A martial artist may add either his Intelligence or his Wisdom modifier (whichever is higher) as a bonus to damage rolls when executing strikes that do damage.
Greater Archetype Power: A martial artist may change stances once per round as an immediate action.
Ravager
Lesser Archetype Power: A ravager's unarmed strikes do damage as if they were one step higher on the brawler's progression - 1d8 at 2nd level, 1d10 at 3rd, and 2d6 at 6th. They also may choose to do slashing damage instead of bludgeoning with their unarmed strikes.
Moderate Archetype Power: A ravager may enter a Whirling Frenzy as a variant barbarian may three times per day.
Greater Archetype Power: If a ravager connects with at least two attacks on a full attack or a charge, he automatically rends his opponent for an amount of damage equal to his base unarmed attack damage plus his Strength modifier. The ravager is healed for an amount equal to the rending damage caused.
HD: d10
Class Skills: Balance, Climb, Craft, Intimidate, Escape Artist, Jump, Knowledge (geography), Knowledge (local), Listen, Profession, Spot, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Archetype, Fight Smarter and Harder
2nd|+2|+3|+3|+0|Lesser Archetype Power
3rd|+3|+3|+3|+1|Elusive Target
4th|+4|+4|+4|+1|Moderate Archetype Power
5th|+5|+4|+4|+1|Faster Than the Naked Eye
6th|+6/+1|+5|+5|+2|Greater Archetype Power, Hammer Fist[/table]
Proficiencies: A brawler is proficient with light armor and simple weapons. He is also proficient with unarmed strikes and natural weapons.
Archetype: At 1st level, a brawler chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Fight Smarter and Harder: At 1st level, the brawler gains either his Intelligence modifier or his Wisdom modifier as a bonus to his AC (whichever is higher) as long as he is wearing light or no armor, unencumbered and not equipped with a shield. This bonus increases by 1 at 3rd level and 2 at 6th level, and applies to touch attacks and when the brawler is flat-footed. He gains Improved Unarmed Strike as a bonus feat, and his unarmed strikes deal 1d6 bludgeoning damage. This damage increases to 1d8 at 3rd level and 1d10 at 6th. His unarmed strikes may also be enchanted - treat all his unarmed strikes as if they were a single masterwork weapon for this purpose.
Lesser Archetype Power: At 2nd level, the brawler gains the appropriate power for his archetype.
Elusive Target: At 3rd level, the brawler gains both Evasion and Uncanny Dodge. He also adds 10 feet to his base land speed - this bonus increases to 20 feet at 6th level.
Moderate Archetype Power: At 4th level, the brawler gains the appropriate power for his archetype.
Faster Than the Naked Eye: At 5th level, the brawler gains one extra attack in his full attack routine, at his highest base attack bonus. He may also make a full attack action as a standard action or as part of a charge. These abilities only apply if the brawler is unarmed.
Greater Archetype Power: At 6th level, the brawler gains the appropriate power for his archetype.
Hammer Fist: Three times per day, the brawler may choose to inflict maximum damage on one unarmed attack. This ability may be declared after the roll to hit succeeds. The receiving opponent must make a Fortitude save (with a DC equal to the amount of damage dealt) or be stunned for one round.
Archetypes:
Breathstealer
Lesser Archetype Power: A breathstealer gains Improved Grab, and is treated as being one size larger than he actually is for the purposes of grappling.
Moderate Archetype Power: Once per round as an immediate action, a breathstealer can initiate a grapple against an opponent within reach that has just missed him with a melee attack.
Greater Archetype Power: A breathstealer can constrict his opponent for his normal unarmed attack damage, and may use his Improved Grab ability against opponents of any size.
Bruiser
Lesser Archetype Power: A bruiser gains a battlefist, which replaces a hand of his choice permanently. In essence, treat this as a masterwork weapon - it gives his unarmed strikes a +1 bonus to attack rolls and allows them to do damage as if he were one size larger. It may also be enchanted further. The battlefist does not affect his ability to perform dexterous tasks or those requiring fine manipulation. In addition, his unarmed attacks are considered to be cold iron for the purposes of overcoming damage reduction.
Moderate Archetype Power: A bruiser's unarmed attacks are now considered to have reach, though he may still attack adjacent opponents. In addition, his unarmed attacks are considered to be silver for the purposes of overcoming damage reduction.
Greater Archetype Power: As a standard action, a bruiser may make an unarmed attack as a ranged touch attack against any foe within thirty feet that he could normally target with a ranged attack. In addition, his unarmed attacks are considered to be adamantine for the purposes of overcoming damage reduction.
Cenobite
Lesser Archetype Power: A cenobite may Lay on Hands as a paladin of his own level, although the ability uses either Wisdom or Intelligence (whichever is higher) instead of Charisma to determine the amount healed.
Moderate Archetype Power: A cenobite gains blindsight out to 30 feet and a +3 untyped bonus on all Will saves.
Greater Archetype Power: A cenobite may teleport a distance equal to his base speed as a move action. He must have line of sight to his destination. After using this ability, a cenobite may not use it again for three rounds.
Martial Artist
Lesser Archetype Power: A martial artist may initiate maneuvers as a swordsage of his level. His maneuver progression (both known and readied) and recovery mechanics are identical to the swordsage. The disciplines available to him are Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and two of the following: Desert Wind, Fool's Grip (http://www.giantitp.com/forums/showthread.php?t=67879), Mental Grip (http://www.giantitp.com/forums/showthread.php?t=138037), Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276), or Tiger Claw. In addition, he may use class abilities that normally require him to be unarmed as long as he uses improvised melee weapons (which he is now considered proficient with) or melee weapons that the monk is normally proficient with.
Moderate Archetype Power: A martial artist may add either his Intelligence or his Wisdom modifier (whichever is higher) as a bonus to damage rolls when executing strikes that do damage.
Greater Archetype Power: A martial artist may change stances once per round as an immediate action.
Ravager
Lesser Archetype Power: A ravager's unarmed strikes do damage as if they were one step higher on the brawler's progression - 1d8 at 2nd level, 1d10 at 3rd, and 2d6 at 6th. They also may choose to do slashing damage instead of bludgeoning with their unarmed strikes.
Moderate Archetype Power: A ravager may enter a Whirling Frenzy as a variant barbarian may three times per day.
Greater Archetype Power: If a ravager connects with at least two attacks on a full attack or a charge, he automatically rends his opponent for an amount of damage equal to his base unarmed attack damage plus his Strength modifier. The ravager is healed for an amount equal to the rending damage caused.