Brawler core class [Archive] - Wizards Community

Post/Author/DateTimePost
FearlessLeader

07-25-06, 10:11 PM
This is my first serious stab at a class. Give me some words on it.

Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +2 +0 Unarmed Strike, Bonus feat
2nd +2 +3 +3 +0 Crowd Support (+1)
3rd +3 +3 +3 +1 Uncanny Dodge, Taunt
4th +4 +4 +4 +1 Crowd Support (allies), Shrug it off
5th +5 +4 +4 +1 Bonus feat, The ol' one two
6th +6/+1 +5 +5 +2 Fame (+1), Crowd Support (+2)
7th +7/+2 +5 +5 +2 Subduing Strike
8th +8/+3 +6 +6 +2 Crowd Support (1d6), Improved Uncanny Dodge
9th +9/+4 +6 +6 +3 -
10th +10/+5 +7 +7 +3 Bonus feat, Shattering Strike, Crowd Support (+3)
11th +11/+6/+1 +7 +7 +3 Fame (+2)
12th +12/+7/+2 +8 +8 +4 Defensive Roll, Crowd Support (2d6)
13th +13/+8/+3 +8 +8 +4 -
14th +14/+9/+4 +9 +9 +4 Crowd Support (+4)
15th +15/+10/+5 +9 +9 +5 Bonus Feat, Fame (+3)
16th +16/+11/+6/+1 +10 +10 +5 -
17th +17/+12/+7/+2 +10 +10 +5 Death Blow (1/day)
18th +18/+13/+8/+3 +11 +11 +6 Crowd Support (+5)
19th +19/+14/+9/+4 +11 +11 +6 Mighty Cleave
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat, Crowd Support (+6), Fame (+4) Death Blow (1/encounter)


Game Rule Information:
Abilities: Strength helps a brawler use his unarmed stike capabilities. Many of the brawler's class skills rely on Dexterity and a high score will help with ducking and weaving in combat. Charisma helps a brawler to attract the audiences that his Crowd Support class feature relies on and helps his many of his class skills.
Alignment: Any.
Hit Die: d8

Class Skills: Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist(Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), Use Rope (Dex)
Skill Points: 4 + int modifier (x 4 at 1st level)

Class Features
Weapon and Armor Proficiencies: The brawler is proficient with the Katar, Spiked Gauntlet, Gauntlet, and Quarterstaff. The Brawler treats these weapons as unarmed attacks for the purposes of his abilities. The Brawler is also proficient with light and medium armor, but not shields.

Unarmed Strike: See Monk description PHB p.41. A brawler’s fists are his weapons and a brawler is counted as armed for the purposes of spells and opponents’ or allies’ abilities whenever he enters or prepares for combat. A brawler can make a sunder attempt on an opponent’s equipment using his unarmed strike. A brawler can choose whether he wants to be counted as armed or unarmed for a disarm attempt against an opponent.

Bonus Feats: A Brawler gains a bonus first level and every five levels there after. At first level a brawler can choose from either Combat Expertise or Power Attack. At every bonus feat thereafter a brawler can make the other choice or choose from this list: Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Diehard, Improved Initiative, Improved Grapple, Stunning Fist, Deflect Arrows, Leadership, Snatch Arrows, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Run, Improved Disarm, Improved Feint, and Improved Trip.

Crowd Support (Ex): The Brawler knows how to work up an audience in his favor. At 2nd level the brawler gains Crowd Support Abilities. A Brawler can only use these abilities if an encounter has a non-participating audience. For this reason many Brawlers keep as many groupies or flunkies around them as possible. A brawler's crowd support bonus starts at 1 at level two and increases by 1 every four levels there after, and an additional 1 at 20th level. A brawler applies Crowd Support bonuses to Attack Rolls, Saves, and Skill Checks. Starting at 4th level the Support of the crowd extends to a brawler’s allies and they can use the bonus as well. Once per encounter, starting at 8th level, a Brawler can cow the crowd into attacking his opponents. If the brawler succeeds on a DC 15 Perform (showboat) check then the crowd will pelt things at a random opponent, these thrown items deal a cumulative 1d6 damage. At 12th level this damage increases to 2d6. If two brawlers square off with an audience present then they must make opposed Perform (showboat) checks each round, the winner gets the crowd’s support for the remainder of the round.

Taunt (Ex): Starting at Third level a Brawler can taunt his opponent into attacking him. If the brawler succeeds on a DC 15 Perform (showboat) check then he can goad an opponent into attacking him in the next round. The opponent takes a negative on his attack and defense equal to half of the brawler’s level, rounded down. Anyone subject to the Brawler’s taunt ability is immune to it for the remainder of the encounter.

Uncanny Dodge (Ex): The brawler gains uncanny dodge as the Rogue class feature at 3rd level.

Shrug It Off (Su): Starting at 4th level a Brawler gains the ability to ignore subdual damage equal to his level times three. He must make a DC 15 fortitude save to do so. Also, if a brawler would be knocked unconscious (due to subdual damage or a sneak attack designed to knock him unconscious, not due to his hit points falling bellow zero or toxic substances) he can make a DC 20 fortitude save to remain conscious.

The Ol’ One Two (Ex): Starting at fifth level a Brawler can use both his fists at once, as if he’s using two weapons. This works just like fighting with two weapons, except that a brawler only takes a -2 on his attacks. This ability only works on a full-attack action.

Fame: A brawler eventually begins to acquire recognition. Starting at 6th level a brawler gains a +1 bonus on any charisma based checks for dealing with someone who recognizes him. This bonus increases to +2 at 11th level, +3 at 15th level, and, finally, +4 at 20th level. A brawler also addds his Fame modifier to his Leadership score.

Subduing Strike (Ex): Once per day, starting at 7th level, a brawler can choose to make one of his unarmed attacks a subduing strike. If a subduing strike hit’s then the opponent must make a Fortitude save (DC equal to 10 + the brawlers level) or fall unconscious. Flat footed opponents take a -5 penalty to this save. If the attack misses then the brawler uses up his subduing strike attempt for the day.

Improved Uncanny Dodge (Ex): At 8th level the brawler gains improved uncanny dodge as the Rogue class feature.

Shattering Strike (Su): Once per day, starting at 10th level, when making a sunder attack against an opponent’s weapon or shield using an unarmed attack a brawler can strike with such force that the opponent’s weapon or shield instantly shatters. If the brawler makes a good hit with his sunder attempt then he breaks the weapon or shield.

Death Blow (Su): Once per day, starting at 17th level, a brawler can attempt to make a death attack. The brawler must decide before making his attack that it will be a death attack. If the attack hits then the opponent has a 50% chance to immediately drop to -5 hit points. If the creature attacked avoids immediately dropping to -5 hit points then she takes double damage from the attack. If the creature attacked manages to survive the attack then it is immune to the same brawler’s death attack for a week. Creatures of a higher HD than the brawler only has a 10% chance to go to -5 and takes no damage if it avoids the drop. Creatures immune to critical hits are immune to the brawler’s death blow. Starting at 20th level a brawler can use his death blow once per encounter.

Mighty Cleave: At 19th level a brawler gains the feat mighty cleave, regardless of whether or not he meets the prerequisites. If the brawler already has Mighty Cleave then the distance allowed between cleave attempts is increased to ten feet.
FearlessLeader

07-25-06, 10:24 PM
"Put down the Greatsword and fight me like a man," -- Vernan, Human Brawler.

The brawler basically came about from my alignment qualms with the monk. The brawler is a hand to hand artist simply because he fights other people with his fists instead of weapons, not because of a monastic training of any sort. Brawlers revel in the joy of a good fight simply for the fight's sake. The brawler basks in the glory of winning a fight and will challenge most anyone for the sake of glory. A lawful brawler may be a disciplined master street fighter or a fighter for justice, contrariwise a chaotic brawler is just as likely to be a vigilante working outside the law as a bandit confronting travellers on the road.
FearlessLeader

07-26-06, 09:43 AM
:bump:
LordPendragon

07-26-06, 10:00 AM
Clean up and organize your first post, then maybe some people will take the time to read it. For a good example of how to format a post, try checking any of Szatany's classes (http://boards1.wizards.com/showthread.php?t=169285).
FearlessLeader

07-26-06, 10:05 AM
How Exactly would I format that table?
LordPendragon

07-26-06, 10:21 AM
If you click the quote button at the bottom of his post, you'll see all the tags he used to format his post.

You probably shouldn't do a straight copy/paste, though... change some colours at least :P
FearlessLeader

07-26-06, 10:31 AM
Thanks
FearlessLeader

07-26-06, 11:11 AM
Now that I've cleaned it up do you have any actual advice to offer?
LordPendragon

07-26-06, 12:45 PM
A couple suggestions...

Crowd support is pretty powerful... better than Bardic Music of the same class level. I'd say tone it down a bit and/or remove the benefits to allies and/or give severe SEVERE penalties if the crowd gets hurt. After all, if a PC has a crowd of fans watching him fight a Tarrasque, chances are they're going to be eaten, and not be too happy about it.

If Taunt is mind-affecting, it should be specified. (It seems like it is)

Subduing Strike should have a DC = 10 + 1/2 class level + Str modifier. That makes it a little better for multiclassers.

Shattering Strike is iffy. It's best to stay away from "auto-success" abilities. Maybe make it do double damage and/or penetrate hardness, and be usable at will as a standard action??

Death Blow shouldn't be a straight %... nobody should have a 10% chance to one-punch a Tarrasque. Make it a Fort save like Subduing Strike.

Overall, it doesn't look overpowered, but Crowd Support could really be ridiculous when your whole team gets it.

Also, it would be interesting to modify the rules for crowd damage... maybe 1D6 per 40 people as a rough estimate?? That's figured by assuming only 1 in 20 hit, and those 2 hits deal 1D3 damage each. I could see a Brawler getting huge Leadership and just letting their minions shoot rocks at everyone.
FearlessLeader

07-26-06, 12:48 PM
Thanks for the help!