Barroom Brawler Core Class:REVISED(again!), but still needs work [Archive] - Wizards Community

Post/Author/DateTimePost
Icarus, Wolf of Hades

07-26-05, 02:43 PM
Recently I posted a thread looking for an unarmed fighter with a wild side, a kind of a barbarian monk, but none of the results turned out to be what I was looking for. So I made my own. It's gonna come in multiple posts (it's big, cause i love me some "flavour text". I need your input on what I need to do to make it complete. Is it too powerful? Not powerful enough? Please suggest any additions/changes, this is my first time making one of these.
Icarus, Wolf of Hades

07-26-05, 02:44 PM
Barroom Brawler

For many a bar fight or other like conflict is an unpleasant, chaotic scenario. Bottles, windows and bones, are broken, and massive property damage is often an inevitable result. Some, however, make it their business to be involved and proficient in such encounters whenever possible. The Barroom Brawler is not simply a drunkard who likes to throw the occasional punch. They are scientists, so to speak, of the mechanics of fighting without weaponry (save that which they improvise) and especially well in an indoor environment. The Barroom Brawlers specialties include fisticuffs, extensive use of their environment, and the occasional fits of blind rage, to defeat foes singly, or even in larger groups.

Adventures: The Barroom Brawler is no stranger to adventure. They have a tendency to long for excitement and action. They may aim for wealth, for bettering their skills, or simply for bragging rights: each Brawler is different.

Characteristics: Brawlers, like monks, gain the ability to do more damage with the unarmed strikes, though not to the same height as their monastic cousins. They also have a rage similar to that of a barbarian, though again, not to as proficient a degree. In addition to those skills like to other core classes, the Brawler incorporates the ability to bob and weave to avoid his enemies, use of various improvised weapons and the like, and the questionable virtue of many bar dwellers: an uncanny ability to hold his liquor.

Alignment: The way a brawler acts, not to mention his tendency to sometimes fly off the handle, is only a way of life that a chaotic person can live.

Religion: A Brawler has no particular religious bias. He may or may not have a connection to a deity, and this deities alignment is based upon his own outlook.

Background: Despite many of the abilities, and name, of a brawler not all of them are barflies. The abilities of a barroom brawler might be garnered by any individual who is mindful of his surroundings, preferential to unarmed combat, and realizes that a little fury comes in handy in a fight. In more developed areas however, brawlers can become local legends from their nightly exploits. Brawlers come from all walks of life, so they have diverse motives, philosophies, skills, and knowledges.

Races: Humans, half-elves, dwarves and half-orcs tend to make up the bulk of this class. Many human’s a re comfortable with the lifestyle that the brawler lends itself to, and a half-elf more in tune with his human side might follow suit. Half-orcs are no stranger to the more primal, dirty fighting methods a brawler employs. And there are many dwarves who are both proud of their personal fortitude as well as participants in the dwarven traditions of fine ale. Halflings and elves, being a bit less hearty of build often find the brawler’s ways difficult, not to mention that it tends to go against the elven aesthetic. And although it is rare, there have been tales of exceptional gnome brawlers.
Among savage humanoids few seem to manage to grasp the “science” of a barroom brawler. They might fight dirty and the like, but they don’t often seem to have that extra guile and social presence that makes the brawler able to do the things he does.

Other Classes: Brawlers tend to be fairly easygoing, and get along with most other classes. In particular they love the wild lifestyle of a barbarian, seeing them as cousins of a sort. Bards and brawlers seem to fit into the same kind of subculture, so they are often well-matched. The bookish ways of a wizard might earn some disdain from a brawler, especially with the inherent lack of physical might that a wizard tends to accept. Monks may look down upon a brawler, since their art is something of a bastardization of their own, but a brawler will respect the monk’s ability, regardless if they see eye to eye ideologically.

Role: A brawler is a good support fighter. He tends to have the ability to stand up to, as well as dish out, a decent amount of punishment, though perhaps not as much as a fighter or barbarian. The street smart, social attitude of a brawler may also make him a suitable front man.
Icarus, Wolf of Hades

07-26-05, 02:46 PM
GAME RULE INFO:

Abilities: Both for drinking and for taking a punch, a brawler tends to need a good Con. Score. Dex will let him dodge, since his tendency is to be lightly armored at most. Str will put some additional power behind his punches. Roleplaying-wise, a brawler tends to have decent Wisdom (common sense) and Charisma (social ability), but these do not dramatically effect their skills.

Alignment: any non-lawful.
Hit die: d10

Saves: As Barbarian

Base attack bonus: As Barbarian

Class Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Gather Info, Intimidate, Jump, Knowledge (all, taken individually), Listen, Peform, Sense
Motive, Sleight of Hand, Spot, Swim, and Tumble .

Skill pts at 1st : (4 + Int. mod) x4
Skill pts per level after: 4 + Int. mod

Class Features:
Weapon and Armor Proficiencies: Barroom Brawlers are proficient with Simple Weapons, and leather and studded leather armor.

Unarmed Strike: this ability functions in the same way as that of the monk, although the progression of how much damage the brawler does differs (see below)

Drink Like a Demon: A barroom brawler has inherited, through his exploits, a different kind of metabolism for alcohol. A large bottle of ale, tankard of wine, or other equivalent dose of alcohol may be consumed as a move action. For each drink, the brawler's Int and Wis scores go down one point, but his Str or Con (his choice) is increased by one. The detriments and bonus increase to 2 points at level 7. These benefits and detriments last for a number of rounds equal to half the character’s brawler level (rounded down) plus 3.

Rage: The barroom brawler sometimes gets fed up with going the calm collected way, and has to rely on a fit of anger to get the job done. This ability functions identically to that of a barbarian. At second level a brawler can rage 1/day. This rises to 2/day at level 10, 3/day at level 15, and 4/day at level 20.

Uncanny dodge: At 3rd level, the brawler has learned how to get the hell out of the way in situations where most might fail to do so. This becomes Improved Uncanny Dodge at 8th level.

Improvised Weapons: At 4th level and above, the brawler has discovered some secrets to using whatever is at hand to defend himself. A brawler can take up a piece of furniture, a bottle, a mug, anything he can reasonably lift and use it as a melee weapon. Such weapons deal damage equal to an unarmed strike plus and additional 1d4. Rolling a natural one on an attack roll means that this weapon falls apart, useless, and regardless of a roll, these weapons are considered useless after 6 rounds of such punishment.

Swaying waist: at 8th level, the Barroom brawler has honed his ability to bob and weave in combat, making him harder to hit. He gains a +2 dodge bonus to any one opponent he determines during his turn.

AC bonus: At level 8, the brawler gets a +1 bonus to their AC, provided that have a t least Wisdom 12 (representing the brawlers dodging ability due to awareness of his surroundings. This bonus increases to +2 at 16th level.

Prone Attack: The brawler gets used to seeing the battle from on his back, and adapting to it. At 10th level, he gains the Prone Attack feat, regardless if he meets the prerequisites.

For Medicinal Purposes: At 11th level a brawler can covert an alcoholic drink he has ingested into a potion of cure moderate wounds, as if he had just drunk a dose of it. He must be under the effect of a drink (see drink like a demon) and his bonuses and detriments are automatically cancelled when he uses this ability. This can be used three times a day, as a standard action that does not provoke an attack of opportunity.

Improved Improvised Weapons: At 13th level, the brawler gets even better at using what he finds around him. Long weapons (like ladders) can be used as reach weapons, according to their length. Weapons with lots of protrusions (like chairs) add a +2 on disarm attempts. Weapons or objects with flat, broad surfaces (like tables) can be upended to become improvised tower shields.

Barroom Brawler Unarmed Attack Damage (med size):

1st-6th 1d6
7th-11th 1d8
12th-15th 1d10
16th-19th 2d6
20th 2d8
beezly

07-26-05, 03:00 PM
looks fun, and not too overpowered. me likey!
Icarus, Wolf of Hades

07-26-05, 03:52 PM
bump. what can i say, i'm impatient and paranoid.
Da Dinictus

07-26-05, 04:15 PM
It's an original take on combining the Monk's Drunken Brawler prestige class with the Barbarian, but I wouldn't take it. It doesn't seem to have that bit of... oompf Monk or Barbarian might have. Sure, this class' drunken rage can be enhanced as per a Barbarian's with a few CW feats, can use some features of the Brawler, but otherwise doesn't quite add anything of its own, which is a pity.

This class definitely is something new, I'll give you that, but it needs some damn oompf :P
Icarus, Wolf of Hades

07-26-05, 04:52 PM
any ideas for what that oomph might entail? something existing or something newly invented?

edit: i was thinking mebbe that the extra oomph would be some kind of maneuvering to make him better at fighting multiple enemies at once. Any ideas on how to do that? or any other ideas, in general?
Da Dinictus

07-26-05, 05:56 PM
any ideas for what that oomph might entail? something existing or something newly invented?

edit: i was thinking mebbe that the extra oomph would be some kind of maneuvering to make him better at fighting multiple enemies at once. Any ideas on how to do that? or any other ideas, in general?Heh, something that is original to the class itself, rather than borrowed from others, I was thinking. But your own suggestion could make the brawler a more potent combatant when surrounded. Perhaps a +1 attack bonus per opponent flanking him, portraying a brawler's need for a melee, and for outdoing larger groups as the drink has intoxicated him. At some higher level, add a +1 damage bonus, perhaps. Of course, Improved Uncanny Dodge will have to go, then, but this class feature will back that up.

No teeth, ma!
Gallameed

07-26-05, 06:32 PM
Think about what drunks do when their smashed out of their head on fifteen pints of 'Stella'. Its easy for me as I come from the north of the UK, lol. People love to get totally wasted and fight where I live (not me mind, I'm a good boy).

They get "the red mist" and turn into a living windmill of punchy/kicky anger.

They are difficult to talk to, get through to, and its hard to suggest things to them.

They are almost immune to pain, I have seen a drunk cut open his hand to the bone before and not even know how the injury happened!

They can become SUPER one minded and dead set on accomplishing something/anything, once they decide to climb up that lampost at 4:00am in the middle of town wearing only their underwear and screaming the words "I will survive!" they will not stop unless the lovely policemen help them down in force. And then it takes six coppers to stuff them into the police van.

So change some of this into rules and away you go!
Spiffman

07-26-05, 06:52 PM
Brawlers, in general, Fight dirty. Perhaps some pseudo-sneak attack ability, reflecting willingness to cold clock someone? (Kidney Punch!)

Also, I would imagine they would have a fondness of bashing people into walls, tables, and other stationary objects. My freinds and I have practiced this before (Sort of). Grab someone by the head or hair, and swing them into a wall. This techinque has been dubed "Violence Fu".

So, thats my two cents!
tiluvias99

07-26-05, 07:07 PM
compare this to a normal barbarian:

it loses:
-d12 hit die
-fast movement
-2 rages per day
-trap sense
-Improved Uncanny dodge
-DR
-indomitable will
-tireless rage
-greater/mighty rage

or in number terms:
1 hp/level
10 land speed
2 rages
+6 vs. traps
+2 to AC when flanked
DR 4
+4 vs. enchantments while in a rage
not fatigued after rage
+2 to attack/damage and +2 hp/level while in a rage

what does he gain:
-unarmed strike
-Drink like a demon
-impovised weapons
-swaying waist
-AC bonus
-Prone Attack bonus feat
-For medicinal Purposes

or in numbers:
-an un-sunderable, un-disarmable, finnessable weapon that no guard can take away, no one suspects, and can be taken absolutely anywhere, that also has a higher base damage than any other weapon. It can also be used when any normal weapon couldn't, like when you're carrying the body of your friend and can't reach your sword.
-The ability to raise either his strength or con by 2 (gaining either a +1 bonus on attack/damage or +1/level) at least three times, up to around 8 times max, meaning you could raise it between 6 and 16 points., meaning between a +3 bonus to attack/damage or hp/level or a +8bous to attack/damage or hp level. note that mighty rage increases it by just +2.
-a +4 bonus on attack rolls with improvised weapons and a massive increase in damage.
-a +2 bonus to AC vs. one opponent
-permanent, +2 bonus to AC that stacks with everything
-prone attack bonus feat, rendering tripping useless against the brawler
-self-healing 3/day

it seems kinda strong to me, I think you should tone it down a little. It's not uber, and it still can't compare to spell-casters, but it does the barbarian's job better than a normal barbarian, which is bad.


also, just one other question that I ask the maker of almost the every monk/brawler/martial artist class: why does the brawler's unarmed base damage increase? balance wie its fine, but flavor wise it doesn't make sense. the monk gets its high damage from ki (check out the link in my sig on how to justify the monk's damage), but where does this class get it from?
Gallameed

07-26-05, 07:16 PM
but where does this class get it from?


fighting "spirit"?
Icarus, Wolf of Hades

07-27-05, 12:28 AM
I would assume that increased damage for other classes would stem from practice/experience: knowing better when, where, and how to strike a creature as they progressed.
CryoSilver

07-27-05, 08:20 PM
But you'd still be able to place your blows when drunk?

I'd maybe stop scaling unarmed damage at around 1d10, just to add a little realism.

I like the idea of drunken brawlers feeling less apin: maybe giving them a modest DR when they're under the influence?
Icarus, Wolf of Hades

07-28-05, 03:36 PM
Alright, I made a LOT of changes here, just kinda playing off of ideas i've acquired from those who've posted thus far. What need help with is suggestions as to how these skills should progress: what levels they should be acquired at, increased uses/day, increased damage, etc. Also, should there be more "benefits" if the brawler consumes a greater amount of alcohol? If so, what should be augmented, and how should the "BAC" so to speak be measured?



GAME RULE INFO:

Abilities: Both for drinking and for taking a punch, a brawler tends to need a good Con. Score. Dex will let him dodge, since his tendency is to be lightly armored at most. Str will put some additional power behind his punches. Roleplaying-wise, a brawler tends to have decent Wisdom (common sense) and Charisma (social ability), but these do not dramatically effect their skills.

Alignment: any non-lawful.
Hit die: d12

Saves: As Barbarian

Base attack bonus: As Barbarian

Class Skills: Appraise Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Gather Info, Intimidate, Jump, Knowledge (all, taken individually), Listen, Perform, Sense
Motive, Sleight of Hand, Spot, Swim, and Tumble.

Skill pts at 1st: (4 + Int. mod) x4
Skill pts per level after: 4 + Int. mod

Class Features:
Weapon and Armor Proficiencies: Barroom Brawlers are proficient with Simple Weapons, and leather and studded leather armor.

Unarmed Strike: this ability functions in the same way as that of the monk, although the progression of how much damage the brawler does differs (see below)

Drink ‘em Under: At 1st level, the brawler acquires a +3 to saves to resist the “less desirable effects” of alcohol, i.e. sickness, falling unconscious, and the like.

The “Red Mist”- The brawler, when he has imbibed enough alcohol, has a tendency to fly off the handle into a fit of rage. This state, however, differs from that of the barbarian. In a bar fight, extended rage is too much of an expenditure of energy to be practical. But, clouded with alcohol, the brawler finds himself able to lash out suddenly at all opponents surrounding him. 1/day, the brawler is allowed to strike all opponents inside a 5 foot radius of him, at his highest attack bonus. Any surrounding combatants in range who do not get hit by these attacks receive an attack of opportunity (at highest attack bonus) after all the brawlers attacks have been resolved.

Pound it: The brawler gets better at consuming large amounts of alcohol in a short period of time. At 3rd level and above, a brawler can ingest a large tankard of ale, a bottle of wine, or other drink of comparable volume (or potency) as a swift action (see Complete Adventurer).

Unshakable Focus: When a brawler has drunk enough alcohol (approx. 4 sizable cups of ale in an hour or an equivalent amount of stronger stuff) he becomes very focused (though not always on the right thing). In the event that the brawler decides to take an extended action or a skill that requires successive checks, he gains a +4 focus modifier until he completes the task. This task cannot be something like “defeat an opponent”; it applies to no kind of attack unless he means to break an inanimate object. He must attempt this task to the best of his ability unless he becomes unable to do so. If the skill has dexterity as its key ability, the bonus drops to +1, reflecting the ineptitude of a drunk to perform fine-tuning.

Kidney Punch: Dirty fighting is a paramount of the brawler. When he makes a successful feint, or when he succeeds maintaining a grapple, he may opt to use this ability. If he makes a successful unarmed strike after in either of these conditions, he does and additional 1d4 damage by hitting a sensitive spot. If this attack succeeds in being a critical hit, the opponent must make a fortitude save (DC 10 + ˝ Brawler level (rounded down) + number which the second attack roll (to confirm crit.) exceeds AC) or be nauseated with pain for 1d4 rounds.

To The Wall: The name of this skill reflects on of its many uses (though the technique has also been dubbed “Violence Fu”). A brawler becomes skilled at grabbing his opponents and bashing them into various stationary objects: walls, tables, bars, etc. Whenever a brawler would receive an attack of opportunity on an opponent no more than one size category larger than he, he can attempt an opposed grapple check (with the off-guard opponent at a -4). If he succeeds, and there is a stationary object within a ten-foot radius, the brawler immediately flings his opponent into it, doing 1d8 subdual damage. Other surfaces may do more damage, or even lethal damage, such as a wall with many sharp protrusions, or something that is exceptionally hard (consult your DM on this). On a successful To The Wall, the opponent must make a fortitude save (DC10 + ˝ Brawler level (rounded down) + ˝ amount of subdual damage taken) or be stunned for 1d3 rounds.

“I’ll tell you when I’ve had enough”: This skill reflects the low suggestibility of a brawler under the influence. When a brawler has imbibed a considerable amount of alcohol (see unshakable focus) he receives a +4 to Will saves to resist mind-effecting spells. He also becomes, in general, more difficult to command (plus 5 to the DC when trying to convince him of something he disagrees with). However, he also takes a -2 to all initiative checks.

No Pain: A brawler eventually becomes able to shrug of some effects of an attack when under the influence. After taking in a considerable amount of alcohol (see above) he gains damage reduction 1/--

Damage Evoluton:
1st-8th 1d6
9th-12th 1d8
13th-20th 1d10+1
Icarus, Wolf of Hades

07-28-05, 06:14 PM
semi-bump (i'm tryin to get this thing playable for tomorrow night)

also, i realized that as revised, i feel like it's a little underpowered. First of all, is this true? If so, is there anything i can do to fix that? And should I add something on or just augment the abilities given?
Marendithas_the_Necro

07-28-05, 06:32 PM
i think that is a good class but i love more that one http://www.orcs.ca/orcsmain/roleplaydndbrawler.html

That's sound familiar to your you could upgrade your own class

enjoy it!
tiluvias99

07-28-05, 08:37 PM
all those abilities, are they being added or are they replacing the old abilities? If they're being added, then you definitely need to remove some of the abilities. it was stronger than the barbarian before; its broken with all the extra abilities.

can you make a table of when he gets each ability? You haven't said at what level he gets red mist, unshakable focus, kidney punch, to the wall, "I'll tell you when I've had enough", or no pain. unless your trying to say he can do all those at fist level.

and I still have a problem with the unarmed damage. If it is from training, then it should simply be a bonus to damage (such as the weapon specialization feat), and if it is striking in vital areas then it should be sneak attack. neither of those increase the base damage dice. Once again, check out the link in my sig on the justification for monk damage.
Icarus, Wolf of Hades

07-28-05, 11:43 PM
those abilities are replacing the old ones, not adding on. I agree, that'd be rather broken.

For all those abilities my lack of assigning levels for them is due to the fact that i'm very poor at orginizing such things. Yea, I know, I'm lame. Any suggestions on where things should go would be greatly appreciated. I'd also like to step up the uses/day of Red Mist and mebbe up the DR on No Pain. Suggestions on when to do this are also welcome.

As for the whole unarmed damage thing, tho' I hate to admit it, my reasoning is mostly to make it so that I'm not d4-ing it for the rest of my days with unarmed attacks. Please, if you have a better system for making me be able to defeat something without taking seven years, let me know.
tiluvias99

07-29-05, 12:35 AM
simple. just give them a damage bonus equal to 1/2 their level. for example, at 8th level, he'd deal 1d3+4 with unarmed strikes. Note that this has just about the same average damage as a monk. or just give them sneak attack at 1st, 5th, 10th, 15th, and 20th. the former better represents training, and the latter represents exploitation of weakness. you could even go with a combination of both, like gain a damage bonus equal to 1/4 their level and sneak attack at 6, 13, and 20.
Icarus, Wolf of Hades

07-29-05, 05:19 PM
bump. i'm lookin for about anything here, folks. gotta fine tune this beast.
Icarus, Wolf of Hades

07-29-05, 06:04 PM
Here it is again. Some things are repeated, but re-read all the abilities, they've been assigned levels and/or been changed.

GAME RULE INFO:

Abilities: Both for drinking and for taking a punch, a brawler tends to need a good Con. Score. Dex will let him dodge, since his tendency is to be lightly armored at most. Str will put some additional power behind his punches. Roleplaying-wise, a brawler tends to have decent Wisdom (common sense) and Charisma (social ability), but these do not dramatically effect their skills.

Alignment: any non-lawful.
Hit die: d12

Saves: As Barbarian

Base attack bonus: As Barbarian

Class Skills: Appraise Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Gather Info, Intimidate, Jump, Knowledge (all, taken individually), Listen, Perform, Sense
Motive, Sleight of Hand, Spot, Swim, and Tumble.

Skill pts at 1st: (4 + Int. mod) x4
Skill pts per level after: 4 + Int. mod

Class Features:
Weapon and Armor Proficiencies: Barroom Brawlers are proficient with Simple Weapons, and leather and studded leather armor.

Unarmed Strike: this ability functions in the same way as that of the monk, although the progression of how much damage the brawler does differs. Instead of an increase to damage dice, the brawler does damage equal to 1d4 + 1/3 his character level rounded down.

Drink ‘em Under: At 1st level, the brawler acquires a +3 to saves to resist the “less desirable effects” of alcohol, i.e. sickness, falling unconscious, and the like.

Unshakable Focus: Starting at 2nd level, when a brawler has drunk enough alcohol (approx. 4 sizable cups of ale in an hour or an equivalent amount of stronger stuff) he becomes very focused (though not always on the right thing). In the event that the brawler decides to take an extended action or a skill that requires successive checks, he gains a +4 focus modifier until he completes the task. This task cannot be something like “defeat an opponent”; it applies to no kind of attack unless he means to break an inanimate object. He must attempt this task to the best of his ability unless he becomes unable to do so. If the skill has dexterity as its key ability, the bonus drops to +1, reflecting the ineptitude of a drunk to perform fine-tuning.

“I’ll tell you when I’ve had enough”: This skill reflects the low suggestibility of a brawler under the influence. At 3rd level and above, when a brawler has imbibed a considerable amount of alcohol (see unshakable focus) he receives a +4 to Will saves to resist mind-effecting spells. He also becomes, in general, more difficult to command (plus 5 to the DC when trying to convince him of something he disagrees with). However, he also takes a -2 to all initiative checks.

Pound it: The brawler gets better at consuming large amounts of alcohol in a short period of time. At 3rd level and above, a brawler can ingest a large tankard of ale, a bottle of wine, or other drink of comparable volume (or potency) as a swift action (see Complete Adventurer).

Kidney Punch: Dirty fighting is a paramount of the brawler. At 3rd level and above, when he makes a successful feint, or when he succeeds maintaining a grapple, he may opt to use this ability. If he makes a successful unarmed strike after in either of these conditions, he does and additional 1d4 damage by hitting a sensitive spot. If this attack succeeds in being a critical hit, the opponent must make a fortitude save (DC 10 + ˝ Brawler level (rounded down) + number which the second attack roll (to confirm crit.) exceeds AC) or be nauseated with pain for 1d4 rounds.

The “Red Mist”- The brawler, when he has imbibed enough alcohol, has a tendency to fly off the handle into a fit of rage. This state, however, differs from that of the barbarian. In a bar fight, extended rage is too much of an expenditure of energy to be practical. But, clouded with alcohol, the brawler finds himself able to lash out suddenly at all opponents surrounding him. Starting at 5th level,1/day, the brawler is allowed to strike all opponents inside a 5 foot radius of him, at his highest attack bonus. This is a full attack action. Any surrounding combatants in range who do not get hit by these attacks receive an attack of opportunity (at highest attack bonus) after all the brawlers attacks have been resolved. This skill can be used 2/day at 8th level, 3/day at 12th, 4/day at 15th, and 5/day at 20th level.

To The Wall: The name of this skill reflects on of its many uses (though the technique has also been dubbed “Violence Fu”). At 6th level, a brawler becomes skilled at grabbing his opponents and bashing them into various stationary objects: walls, tables, bars, etc. Whenever a brawler would receive an attack of opportunity on an opponent no more than one size category larger than he, he can attempt an opposed grapple check (with the off-guard opponent at a -4). If he succeeds, and there is a stationary object within a ten-foot radius, the brawler immediately flings his opponent into it, doing 1d8 subdual damage. Other surfaces may do more damage, or even lethal damage, such as a wall with many sharp protrusions, or something that is exceptionally hard (consult your DM on this). On a successful To The Wall, the opponent must make a fortitude save (DC10 + ˝ Brawler level (rounded down) + ˝ amount of subdual damage taken) or be stunned for 1d3 rounds.

No Pain: A brawler eventually becomes able to shrug of some effects of an attack when under the influence. At 7th level, after taking in a considerable amount of alcohol (see above) he gains damage reduction 1/-- . This becomes DR 2 at 10th level, DR 3 at 13th, DR 4 at 16th, and DR 5 at 19th level.

Improved Kidney Punch: At 10th level, a brawler can attempt the Kidney Punch at any time, and the additional damage becomes 1d6. However, if the attack is not made in one of the circumstances mentioned in Kidney Punch, the brawler must use a full attack action and make two successful attack rolls in a row to land the hit. One (or no) successes results in the brawler missing completely.
Nephlite

07-29-05, 07:35 PM
Here it is again. Some things are repeated, but re-read all the abilities, they've been assigned levels and/or been changed.

GAME RULE INFO:

Abilities: Both for drinking and for taking a punch, a brawler tends to need a good Con. Score. Dex will let him dodge, since his tendency is to be lightly armored at most. Str will put some additional power behind his punches. Roleplaying-wise, a brawler tends to have decent Wisdom (common sense) and Charisma (social ability), but these do not dramatically effect their skills.

Alignment: any non-lawful.
Hit die: d12

Saves: As Barbarian

Base attack bonus: As Barbarian

Class Skills: Appraise Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Gather Info, Intimidate, Jump, Knowledge (all, taken individually), Listen, Perform, Sense
Motive, Sleight of Hand, Spot, Swim, and Tumble.

Skill pts at 1st: (4 + Int. mod) x4
Skill pts per level after: 4 + Int. mod

Class Features:
Weapon and Armor Proficiencies: Barroom Brawlers are proficient with Simple Weapons, and leather and studded leather armor.

Unarmed Strike: this ability functions in the same way as that of the monk, although the progression of how much damage the brawler does differs. Instead of an increase to damage dice, the brawler does damage equal to 1d4 + 1/3 his character level rounded down.

Why not 1d6+ 1/3rd Brawler level?
At level 18 (1d4+6)= 5.5 average.
At level 18 (1d6 + 6)= 6.5 average, I perfer this.


To The Wall: The name of this skill reflects on of its many uses (though the technique has also been dubbed “Violence Fu”). At 6th level, a brawler becomes skilled at grabbing his opponents and bashing them into various stationary objects: walls, tables, bars, etc. Whenever a brawler would receive an attack of opportunity on an opponent no more than one size category larger than he, he can attempt an opposed grapple check (with the off-guard opponent at a -4). If he succeeds, and there is a stationary object within a ten-foot radius, the brawler immediately flings his opponent into it, doing 1d8 subdual damage. Other surfaces may do more damage, or even lethal damage, such as a wall with many sharp protrusions, or something that is exceptionally hard (consult your DM on this). On a successful To The Wall, the opponent must make a fortitude save (DC10 + ˝ Brawler level (rounded down) + ˝ amount of subdual damage taken) or be stunned for 1d3 rounds.

I like this.

No Pain: A brawler eventually becomes able to shrug of some effects of an attack when under the influence. At 7th level, after taking in a considerable amount of alcohol (see above) he gains damage reduction 1/-- . This becomes DR 2 at 10th level, DR 3 at 13th, DR 4 at 16th, and DR 5 at 19th level.

Decent ability.