Brawler, Acid Sea Variant (3.5e Class)

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Forget weapons, I punch things and they break.
—Everett Avery to his Dwarf Cleric companion

A Brawler is a monk with no honor code and usually go into organizations to battle hand-to-hand.

Making a Brawler[edit]

Not much is known about Brawlers ,except that they excel at hand-to-hand, because they're very secret about they're activities and proud of their abilities, they can be strange people in the eyes of non-brawlers. This class originated in a bar of unknown origins. If a few brawlers settle in one area they usually form a Brawl Club where they engage in hand-to-hand combat, wearning no armor, a winner's declared when one opponent is knocked out or gives up, a humiliating defeat.

Adventures: Brawlers adventure to hone their skills and to deepen their spiritual connections. To a Brawler, the fight is all - in it is the meaning of life, the secrets of the universe, and it's entirely too much fun. In addition, Brawlers adventure to find new things to fight - there's nothing like telling your peers about how you wrestled a giant rust monster into submission!

Characteristics: Brawlers are boisterous and gregarious, and come off as both intimidating and likable in equal degree. It is often said that when meeting a Brawler, it is difficult to say if he wants to have a drink with you, punch your face in, or both at the same time.

Alignment: Brawlers are always non-lawful but vary greatly when it comes to being good or evil; they are honorable, but their love of brew, battle, and bosoms can get the best of them fairly often. Evil Brawlers are rare, as no good words are spoken about those that betray their friends.

Religion: Brawlers venerate Kord and other deities who give praise to athletes

Races: Dwarfs are the most likely to take the path of the brawler because they already have a love of drink. Orcs might take up the mantle of a brawler for the battle prowess. Humans hold no true feelings toward the class but many humans tend to drift toward it later in life.

Other Classes: Brawlers get along well with any martial class, whom they consider brothers in the fight. Bards, likewise, tend to get along with Brawlers, whom share a love of revelry and alcohol with them. Brawlers tend to view wizards - especially evokers - as cowards whom are afraid to get their hands dirty. They do, however, get along well with those that specialize in enchantments that can make them stronger, even if this cooperation is shallow and simple.

A strong point about this class is that brawlers can earn money and incapacitate opponents. A main weak point is the fact that brawlers can't use weapons.

Abilities: Brawlers need Strength to power their unarmed strikes. After that, Constitution and Dexterity are the most important Brawler attributes.

Races:Dwarves prefer being brawlers because of wrestling; other races become brawlers because they prefer fists to weapons.

Alignment: Any nonlawful.

Starting Gold: 1d4x10 (20 gp), as a brawler must pay off his gambling debts and bar tab before adventuring.

Starting Age: Moderate; as fighter.

Table: The Brawler

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Flurry of Blows Unarmed Damage Special
Fort Ref Will
1st +0 +2 +2 +2 -2/-2 1d6 Unarmed Strike, Flurry of Blows ,Bounus Feat, Wisdom from Power
2nd +1 +3 +3 +3 -1/-1 1d6 Bonus Feat, Evasion, Stunning Fist
3rd +2 +3 +3 +3 -0/-0 1d6 Hide The Pain, Stances 1st
4th +3 +4 +4 +4 +1/+1 1d8 Improved Grapple, Devastating Blow
5th +3 +4 +4 +4 +2/+2 1d8 Licking My Wounds 1/day, Extra Stunning, Bruised Armor
6th +4 +5 +5 +5 +3/+3 1d8 Stances 2nd
7th +5 +5 +5 +5 +4/+4 1d8 Endurance Training, Volley Combo
8th +6/+1 +6 +6 +6 +5/+5/+1 1d10 Ring Awareness
9th +6/+1 +6 +6 +6 +6/+6/+1 1d10 Stances 3rd
10th +7/+2 +6 +6 +6 +7/+7/+2 1d10 Licking My Wounds 2/day, Rough skin
11th +8/+3 +7 +7 +7 +8/+8/+8/+3 1d10 Counter Attack, Defend Pressure Points
12th +9/+4 +8 +8 +8 +9/+9/+9/+4 2d6 Bonus Feat, Great Fortitude, Stances 4th
13th +9/+4 +8 +8 +8 +9/+9/+9/+4 2d6 Range is Unimportant
14th +10/+5 +9 +9 +9 +10/+10/+10/+5 2d6 Bonus Feat
15th +11/+6/+1 +9 +9 +9 +11/+11/+11/+6/+1 2d6 Stances 5th, Licking my wounds 3/day
16th +12/+7/+2 +10 +10 +10 +12/+12/+12/+7/+2 2d8 Bonus Feat, First Aid +3
17th +12/+7/+2 +10 +10 +10 +12/+12/+12/+7/+2 2d8 Disable Appendage
18th +13/+8/+3 +11 +11 +11 +13/+13/+13/+8/+3 2d8 Stances 6th
19th +14/+9/+4 +11 +11 +11 +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +12 +12 +12 +15/+15/+15/+10/+5 2d10 Finish Him Off, Stances Last, Licking my wounds 4/day

Class Skills 5+ Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Brawler.

Weapon and Armor Proficiency: The Brawler is proficient with Light Armor, studded gloves, gauntlets, and other weapons worn on the hands.

Unarmed Strike(EX): At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a brawler may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a brawler striking unarmed. A brawler may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Flurry of Blows (Ex): When unarmored, a brawler may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Brawler. This penalty applies for 1 round, so it also affects attacks of opportunity the brawler might make before her next action. When a brawler reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A brawler must use a full attack action to strike with a flurry of blows.

When a brawler reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. A Brawler can use Flurry of Blows a number of times equal to 1/2 his class level(rounded up) + his Strength Modifier per encounter.

Bonus Feats: A Brawler chooses his Bonus Feats from the fighter list of bonus feats.

Wisdom from Power: A Brawler may use his Strength Modifier instead of his Wisdom Modifier.

Evasion(Ex): At 2nd level or higher if a brawler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a brawler is wearing light armor or no armor. A helpless brawler does not gain the benefit of evasion.

Stunning Fist: the Brawler gains Stunning Fist at 2nd level. A brawler who selects this feat may attempt a stunning attack a number of times per day equal to her brawler level, plus one more time per day for every four levels she has in classes other than brawler. A brawler may also use her "monk weapon for a stunning fist attack.

Hide the Pain: 1/day a Brawler can still fight with -1 hp or less.

Stances: Starting at level 3 and every 3 levels after, a brawler can learn a brawl stance. A brawler can only learn 7 in her career. Brawlers can stay in stance for 2 rounds per point of constitution and can only use one stance per encounter. But every two rounds, you take 1 point of temporary constitution damage, ending at 5 constitution. You cannot enter a stance if you have 5 or less constitution. These are the stances:

  • Hopper: You throw up your hands and hop on your toes. You gain a +2 dodge bonus to your AC and you add your Dex bonus to attack but you get -2 reflex to avoid trips.
  • Cross: You put your hands in front of your chest in a cross. You gain a +2 shield bonus to your AC.
  • Kangaroo: You put your hands lower and ready your legs. You gain a +1 bonus to kicks and -1 AC.
  • Focus: You put your hands on your sides and stare intently at your foe. You gain -3 AC and your Critical Threat range is increased by 2.
  • Bull: You lower your head and put your elbows in front of your head. You gain +1 shield bonus to your AC, +1 bull rush, and -2 attack.
  • Drunken: Your unbalanced body gives you an edge. You gain a +2 on attack and a +2 on damage. You also gain a +1 dodge bonus to AC.(Note: you must be 5 over your tolerance level to use)
  • Martial Stance: You put out your left foot and throw your hands up high. You gain +2 damage but your speed is reduced by 10ft.
  • Slippery: You relax your body and put your arms down, your body getting flexible. You gain a +2 on reflex, escape artist, and dodge to AC. But you get -2 on attack.
  • Low: You slouch over and let your arms hang. You get a +2 on intimidate, and grapple checks. You cannot attack while in this stance.
  • Mock Sword Stance: You put your hands together and lower them to your waist. You gain a +2 to damage and attack. But a -1 on AC.

Improved Grapple: At 4th level a Brawler gains the Feat Improved Grapple.

Devastating Blow: A Brawler may trade a Stunning Fist to use a Devastating Blow, Devastating Blow has critical threat range is 17-20(x3) and all hits by a Devastating Blow Knocks an opponent back 1d6+Str modx5ft, and deals 1d4 damage per Brawler level.

Licking My Wounds: 1/day a Brawler may heal himself 1d6 +1 per 3 levels of hp. This can be used only after an encounter.

Extra Stunning: At level 5 a Brawler gains the Extra Stunning feat.

Bruised Armor: Due to punches and cuts on a Brawler's body, they can add their Constitution Modifier to their AC, when wearing light armor and carrying a light or medium load.

Endurance Training: You gain +3\per 2 level on your initiative check.

Volley Combo: Trade a Stunning Fist use to make a check on your attack with a DC=10+ 1\ per 20 lbs. of the opponents wieght. On a success the opponent is knocked into the air for 1D3 rounds taking Normal unarmed damage + X( X is found on the table below). This ability can be used in succession until the opponent hits the ground the DC increases by 1 each time, also deal +2/per successful check to damage.

Additional Unarmed Damage
d20 Roll Extra Damage
7th-9th d6
10th-13th d8
14th-16th d10
17th-20th d12

Ring Awareness: A Brawler Cannot be flanked. Creatures that are in a flanking position with the brawler do not get their +2 flanking bonus to their attack rolls.

Rough Skin: A brawlers skin has become so rough that it now increases his fighting capabilities. A brawler adds his Constitution to their attack and damage

Counter Attack: If an opponent misses with a melee attack you may attempt to attack that opponent. You may only use this ability once per round and using this ability means that you may not make an attack of opportunity in the given turn. likewise, you may not use this ability if you have already made an attack of opportunity this round.

Defend Pressure Points: If an opponent is about to hit you with a critical hit you may attempt to make a reflex save against their attack roll in order to take normal damage on the attack. This ability can not be used if you have made an attack of opportunity this round, and likewise, you cannot make an attack of opportunity after this ability has been used.

Great Fortitude: A Brawler gains the Bonus Feat Great Fortitude at level 12

Range is Unimportant: A Brawler can choose to give his Devastating blow or stunning fist a range of 10ft.

Disable Appendages: Trade one of your Stunning Fists to make a strength check with a DC=13 + the opponents Constitution Modifier. On a successful check you deal 1/2 normal damage and choose one of the opponents appendages(leg, arm) he can't use this appendage for 1d10 turns.

Tolerance Boost: You gain a bonus equal to 1/2 your Brawler level on all Fortitude saves

Finish Him Off: Trade two uses of Stunning Fist to make a touch attack, roll a D6 per Brawler level-2 if the result is higher than an enemies current HP that enemy is reduced to 0 HP.


Brawlers who cross-classes to a spellcasting class can't advance anymore in Brawler levels. Ex-Brawlers lose there tolerance abilities, fighting ring, and fight fair. Every other ability is still kept.

Epic Brawler[edit]

Table: The Epic Brawler

Hit Die: d10

Level Special

5 + Int modifier skill points per level.

Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Dwarven Brawler Starting Package[edit]

Weapons: Gauntlets.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Brawler[edit]

Religion: Other Classes: Combat:


Brawlers in the World[edit]

Weapons disgrace natural strength.
—Hargen, Human Brawler

Daily Life: .

Notables: .

Organizations: Most brawler cause fights at bars, or try to earn money by joining brawl bars and fighting clubs.

NPC Reactions: .

Brawler Lore[edit]

Characters with ranks in Knowledge(Local) can research brawlers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
10 A Brawler is a fist fighter with some monk abilities.
15 Brawlers sometimes organize fight clubs to show off strength and earn money.
20 Information on a specific Brawler(must have been met before).
25 Information on a specific fight club or brawl bar.

Brawlers in the Game[edit]

Adaptation: .

Sample Encounter: After a day a battling, the PCs go into a bar to have some drinks. Soon after, 2 drunkards(level 1 Commoners) have an arguement and start to battle, causing swarms of drunkards to appear. 2 Level 1 Brawlers(who are drunk) start beating people at random, starting with the closest people(which so happens to be the PCs)

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