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    Default It's Time to Get in There and Throw Down! (PF Fighter Archetype, PEACH)

    The Brawler


    A brawler knows there's a time to talk, and there's a time to shut up and throw down! The brawler forgoes all weapons and armor and instead beats the crap out of everyone with raw power and technique.


    Street Brawling (Ex):
    A brawler gains the Improved Unarmed Strike feat as a bonus feat. He is proficient with his unarmed strike, and may deal lethal or nonlethal damage at his option with no penalty to the attack roll. The brawler deals 1d8 points of damage with his unarmed strike. This damage increases to 1d10 at 5th level, to 2d6 at 15th level, and to 2d10 at 20th level.

    This replaces the fighter's normal weapon proficiencies. A brawler does not gain proficiency with any other weapon.


    Take a Punch (Ex):
    A brawler does not wear armor or carry a shield, nor does he try and dodge blows. Instead, the brawler shrugs off attacks and keeps fighting. A brawler gains a number of temporary hit points at the start of each encounter equal to his maximum hit points. These temporary hit points can be healed by positive energy as if they were his true hit points (or negative energy, if the brawler is healed by negative energy). These temporary hit points last until they are removed (but as stated, they can be healed), or until the end of the encounter. For the purposes of this feature, the encounter does not automatically end when the brawler falls unconscious or starts dying. (Though it might end if, after the brawler falls, his enemies simply walk away or finish him off). The brawler only gains the benefits of Take a Punch while he is unarmored and does not carry a shield. (Putting on armor or donning a shield immediately removes all temporary hit points he has from this ability).

    This replaces the fighter's normal armor proficiencies. A brawler does not gain proficiency with any armor or shield.


    Maneuver Training (Ex):
    At 1st level, and each even level after that, a brawler gains a bonus feat. This feat must either be an Improved Maneuver feat (such as Improved Trip) or a feat that has an Improved Maneuver feat as a prerequisite (such as Fury's Fall). The brawler need not choose these feats from the Combat feat list, so long as they meet the above prerequisites. The brawler must meet all prerequisites for the feats he gains, but he is always treated as having the Combat Expertise and Power Attack feats for the purposes of qualifying for these bonus feats. (He does not gain the benefits of Combat Expertise or Power Attack unless he spends a feat slot on them).

    This replaces the fighter's bonus feat feature.


    Throw Down (Ex):
    At 2nd level, the brawler gains a +2 bonus to his CMB and CMD for all combat maneuvers that he possesses the Improved Maneuver feat for. (So if the brawler had Improved Bull Rush and Improved Sunder, he would get a +2 bonus to his CMB and CMD for bull rush and sunder attempts only). Whenever the brawler gains a new Improved Maneuver feat, this bonus immediately applies to that maneuver as well. At 6th level, and every 4 levels after, this bonus increases by +2, to a maximum of +10 at level 18. The brawler only receives the benefits of Throw Down when he is making a combat maneuver check using his unarmed strike as the weapon, or while he is defending against a combat maneuver with both hands free.

    This replaces the fighter's Bravery class feature.


    Endless Brawling (Ex):
    The brawler takes hits that weaken and punish him, but he continues to stand up, despite not wearing any sort of magical armor or shield. The brawler continues to stand long after stronger warriors would have fallen to their knees. There is only one word his enemies can think of to suit his insane resilience...Monster.

    Starting at 3rd level, the brawler gains Fast Healing 1. This only applies while the brawler is unarmored and not carrying a shield. The brawler can only heal the temporary hit points he receives from Take a Punch with this feature, he cannot recover any of his actual hit points. (So if the brawler takes damage from falling, for example, he could not recover that with Endless Brawling, unless the fall was during an encounter, such as if he had been fighting a roc who scooped him up and dropped him). If a brawler heals at least 1 hit point from this feature while he is dying, he automatically stabilizes and immediately returns to consciousness when the sum total of his hit points and temporary hit points reaches 1 or higher.

    At 7th level, and every 4 levels after, the brawler's Fast Healing increases by 1, to a maximum of Fast Healing 4 at 15th level.

    This replaces the fighter's Armor Training class feature.


    Weapon Training (Ex):
    As the fighter class feature, but the brawler may only select the unarmed strike as his "weapon group". He gains no benefit from Weapon Training with any other weapon, even weapons that are in the same group as the unarmed strike.

    The brawler does not receive his Weapon Training bonus to Combat Maneuver checks made with his unarmed strike or to his CMD when defending against disarm or sunder. Instead, the bonus to his damage rolls starts at +3, and increases by an additional +3 for every 4 levels. At 17th level, the brawler has accumulated a total of +4 to attack rolls and +12 to damage rolls with his unarmed strike.


    Incredible Endurance (Ex):
    A 19th level brawler gains DR 5/- when he is unarmored and not carrying a shield.

    This replaces the fighter's Armor Mastery class feature.


    Brawling Mastery (Ex):
    A 20th level brawler may take 10 on all combat maneuver checks. He is treated as being two Size categories larger for the purposes of determining his CMB and CMD, as well as determining which creatures he may grapple, drag, or reposition and which creatures may grapple, drag, or reposition him. Creatures the brawler attempts to trip or overrun do not receive any racial bonus to their CMD (such as dwarves) or any special bonus to their CMD for having more than 2 legs.

    This replaces the fighter's Weapon Mastery class feature.
    Last edited by NeoSeraphi; 2014-09-27 at 10:37 AM.
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    Default Re: It's Time to Get in There and Throw Down! (PF Fighter Archetype, PEACH)

    Ferocious Stomp (Combat)
    Prerequisites: Street Brawling class feature, Improved Trip, Vicious Stomp
    Benefit: When a creature that you threaten with your unarmed strike falls prone, you may make a single melee attack against it at your highest attack bonus. This attack must be an unarmed strike. This attack does not consume an action, nor does it require an attack of opportunity. The benefits of this feat replace, and do not stack with, the benefits of the Vicious Stomp feat.

    Special: If you have the Weapon Training class feature, the bonus damage it grants to your unarmed strike is tripled for attacks granted by this feat only.


    Knockback Punch (Combat)
    Prerequisites: Street Brawling class feature, Improved Bull Rush
    Benefit: When you deal at least 10 damage with an unarmed strike, you may spend a swift action (or an immediate action, if you dealt this damage as part of an attack of opportunity or an attack that was otherwise not on your turn) to attempt a Bull Rush combat maneuver against the creature you damaged. You receive a bonus to the check equal to the damage you dealt divided by 5, rounded down. If you succeed, you may not move with the target.


    Kidney Punch (Combat)
    Prerequisites: Street Brawling class feature, Improved Dirty Trick
    Benefit: When you deal at least 10 damage with an unarmed strike, you may spend a swift action (or an immediate action, if you dealt this damage as part of an attack of opportunity or an attack that was otherwise not on your turn) to attempt a Dirty Trick combat maneuver against the creature you damaged. You receive a bonus to your CMB for this check equal to the damage you dealt divided by 5, rounded down. If you succeed, your target is sickened for 1d4 rounds, plus 1 round per 5 points you exceeded the target's CMD by. This penalty may be removed if the target spends a standard action.

    Special: If you possess the Greater Dirty Trick feat, the penalty inflicted by Kidney Punch lasts for 1 minute, plus 1 round per 5 points you exceeded the target's CMD by. The penalty may be removed if the target spends a full-round action.


    Mow Down! (Combat)
    Prerequisites: Street Brawling class feature, Improved Overrun
    Benefit: Whenever you deal at least 10 damage with an unarmed strike made at the end of a charge, you may make an overrun attempt against that creature as a free action. You receive a bonus to your CMB for this check equal to the damage you dealt divided by 5, rounded down. If you successfully knock the creature prone with this overrun attempt, the creature takes a -10 penalty to its land speed for the rest of the encounter (the creature can still move a minimum of 5' per move action).


    Pile Driver! (Combat)
    Prerequisites: Street Brawling class feature, Improved Grapple
    Benefit: At the start of your turn, if you had successfully pinned a creature you are grappling last turn, you may make a grapple check against that creature with a -10 penalty (you still get the +5 circumstance bonus on grapple checks made against a creature who doesn't break your grapple). If you succeed, you may lift the creature in the air and slam it forcefully into the ground. The creature takes damage equal to your unarmed strike plus an additional 1d6 points of damage per 2 BAB you have.


    Snapped Wrist (Combat)
    Prerequisites: Street Brawling class feature, Improved Disarm
    Benefit: Whenever you successfully disarm a creature with your unarmed strike, you may make a grapple check against that creature as a free action that does not provoke an attack of opportunity. If you succeed your grapple check, you snap the creature's bone that was holding the weapon. The creature is unable to hold anything in that appendage until it receives magical healing (at least 5 points of hit point damage) and takes a -2 penalty to all checks made using that appendage.


    Come with Me! (Combat)
    Prerequisites: Street Brawling class feature, Improved Drag
    Benefit: You can drag a creature 10 feet with a successful drag check, plus 10 feet for every 5 points you exceed the creature's CMD. You can also drag a creature into a wall or some other solid hard surface (must be a non-living object at least 10 feet tall, that you could describe as a wall or structure). If you do, the creature takes 1d6 points of bludgeoning damage per 2 BAB you have (10d6 at +20 BAB).


    Deadly Reposition (Combat)
    Prerequisites: Street Brawling class feature, Improved Reposition
    Benefit: You can reposition a creature 10 feet with a successful reposition check, plus 10 feet for every 5 points you exceed the creature's CMD. A brawler who has this feet may also reposition his enemies into spaces that are intrinsically dangerous, such as a pit or a wall of fire. The brawler takes a -4 penalty on his CMB check made to perform a reposition that would move the creature into a space that is intrinsically dangerous.


    Juggernaut (Combat)
    Prerequisites: Street Brawling class feature, Improved Bull Rush
    Benefit: You can Bull Rush a creature 10 feet with a successful Bull Rush check, plus 10 feet for every 5 points you exceed the creature's CMD. If you bull rush a creature into a wall or other non-living structure, the creature takes 1d6 points of bludgeoning damage per 2 BAB you have.


    Master Thief (Combat)
    Prerequisites: Street Brawling class feature, Improved Steal
    Benefit: When you successfully deal 10 or more points of damage with a single unarmed strike, you may attempt to steal from that creature as a free action. You get a bonus to your CMB check made to steal equal to the damage you dealt divided by 5, rounded down. If you succeed in your steal check, the creature is left shaken for 1 round per 2 BAB you have.


    Savage Smash (Combat)
    Prerequisites: Street Brawling class feature, Improved Sunder
    Benefit: Your unarmed strikes ignore up to 30 points of an item's hardness. Additionally, if you destroy an enemy's item with a single Sunder attempt, you may attempt an additional Sunder against a different item that creature is holding or wearing as a free action. You may only use this ability once per round. This ability does not apply if you choose to leave the first item with 1 hit point.
    Last edited by NeoSeraphi; 2014-09-27 at 10:37 AM.
    Sweet sorcerer avatar by Cuthalion

    Seraphi HomebrewTM

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    Default Re: It's Time to Get in There and Throw Down! (PF Fighter Archetype, PEACH)

    Updated, added a few Brawler feats in the second post.
    Sweet sorcerer avatar by Cuthalion

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    Default Re: It's Time to Get in There and Throw Down! (PF Fighter Archetype, PEACH)

    Updated with a bunch of new feats that allow for a full customization experience. Unarmed fighters need some love!
    Sweet sorcerer avatar by Cuthalion

    Seraphi HomebrewTM

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