Brawler

Equally at home on and above the streets, these "barbarians" grew up in the streets and back alleys of the city. Constantly fighting for survival, they have developed strength, cunning, and resourcefulness to rival even trained warriors.

Adventures: Brawlers adventure for the opportunity to change their lives. Often born into poverty and raised in abject squalor, they take any chance to better their lot in life regardless of the danger involved.

Characteristics: Brawlers are excellent warriors. They are adept at not only harming their foes but also at unexpected movement and maneuvers and at using their environment as a weapon.

Alignment: Brawlers are never lawful. They often must skirt the laws of the city just to survive.

Religion:

Background:

Races: Brawlers are found almost exclusively amongst the city building races. Dwarves are the most common brawlers, as they have the most well-developed cities, but they can also be found among Kreen, Maus, Doppelgangers, and, occasionally, Humans.

Other Classes: Brawlers are a variant Barbarian.

Game Rule Information

Reborn have the following game statistics.

Abilities: Strength is important for brawlers because of its role in combat. Dexterity is also important to city brawlers, especially those who wear light armor, because it is useful in clambering around the city.
Alignment: Any nonlawful
Hit Die: d12.

The Brawler

Base FortRefWill Unarmed
Level Attack Bonus SaveSaveSave Special Damage
1st +1 +2+0+0 Roof-dweller, unarmed strike,
illiteracy, ferocity 1/day
1d6
2nd +2 +3+0+0 Uncanny dodge 1d6
3rd +3 +3+1+1 Dashing step +1 1d6
4th +4 +4+1+1 Ferocity 2/day 1d6
5th +5 +4+1+1 Improved uncanny dodge 1d8
6th +6/+1 +5+2+2 Dashing step +2 1d8
7th +7/+2 +5+2+2 Dire charge 1d8
8th +8/+3 +6+2+2 Ferocity 3/day 1d8
9th +9/+4 +6+3+3 Dashing step +3 1d8
10th +10/+5 +7+3+3 Fleet of Foot 1d10
11th +11/+6/+1 +7+3+3 Greater ferocity 1d10
12th +12/+7/+2 +8+4+4 Ferocity 4/day, dashing step +4 1d10
13th +13/+8/+3 +8+4+4 Heedless charge 1d10
14th +14/+9/+4 +9+4+4 Shifting stance 1d10
15th +15/+10/+5 +9+5+5 Dashing step +5 2d6
16th +16/+11/+6/+1 +10+5+5 Running charge, ferocity 5/day 2d6
17th +17/+12/+7/+2 +10+5+5 Relentless ferocity 2d6
18th +18/+13/+8/+3 +11+6+6 Dashing step +6 2d6
19th +19/+14/+9/+4 +11+6+6 Cleaving charge 2d6
20th +20/+15/+10/+5 +12+6+6 Unstoppable ferocity, ferocity 6/day 2d8

Class Skills: The brawler's class skills are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

The following are class features of the brawler.

Weapon and Armor Proficiency: A brawler is proficient with simple weapons and light armor.

Roof-dweller: The brawler gains FeatsR#Roofwalker Roofwalker as a bonus feat, even if he does not meet the prerequisites.
   Additionally, as of 6th level, he need not meet the prerequisites for the Roof-Jumper feat (Cityscape 62) if he chooses to take it, though it is not a bonus feat; the brawler must still spend a feat slot to acquire it.

Unarmed Strike: As the monk class feature with the following exceptions.
   A brawler also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Brawler. The unarmed damage on the table is for Medium brawlers.
   Additionally, brawlers are used to fighting with whatever is at hand. The penalty for using improvised weapons is reduced by 2.

Illiteracy: As the barbarian class feature.

Ferocity (Ex): Once per day, the brawler can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet). He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.
   While in a state of ferocity, the brawler cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The city brawler may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level brawler, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened reduce the penalties to -1, but do not remove them entirely.
   The brawler can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

Uncanny Dodge (Ex): As the barbarian class feature.

Dashing Step (Ex): Starting at 3rd level, a brawler no longer takes a penalty to AC when charging. He also gains a +1 dodge bonus to AC against attacks of opportunity made against him during a charge. This bonus rises by +1 every three brawler levels thereafter (6th, 9th, 12th, 15th, and 18th level).

Improved Uncanny Dodge (Ex): As the barbarian class feature.

Dire Charge (Ex): Any time a brawler makes a charge attack or attacks a flat-footed enemy, the critical threat range of his weapon increases by 1. This stacks with the Improved Critical feat or the keen weapon enhancement.

Fleet of Foot At 10th level, a city barbarian gains Fleet of Foot as a bonus feat, even if he doesn't meet the prerequisites.

Greater Ferocity (Ex): At 11th level, a city barbarian's bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + his Constitution modifier (if positive).

Heedless Charge (Ex): At 13th level, a city barbarian ignores anyone but his enemies in battle. He can charge through squares occupied by allies and noncombatants as if they were unoccupied.

Shifting Stance (Ex): At 14th level, a city barbarian gains a +1 dodge bonus to Armor Class and Reflex saves.
   In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal.

Running Charge (Ex): At 16th level, a city barbarian can move up to four times his speed when making a charge attack.

Relentless Ferocity (Ex): At 17th level, the duration of a city barbarian's ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.

Cleaving Charge (Ex): At 19th level, the city barbarian acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge.

Unstoppable Ferocity (Ex): At 20th level, the city barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.

Ex-Brawlers

A brawler who becomes lawful loses the ability to enter a state of ferocity and cannot gain more levels as a brawler. He retains all other benefits of the class.



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