Hit Die: d10
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points per Level: 4 + Int Modifier
Level | Base Attack | Fort | Ref | Will | Unarmed Damage | Special |
1 | +1 | +2 | +2 | +0 | 1d6 | Martial Maneuvers, Martial Training, Unarmed Strike |
2 | +2 | +3 | +3 | +0 | 1d6 | Bonus Feat, Brawler's Flurry (Two-Weapon Fighting) |
3 | +3 | +3 | +3 | +1 | 1d6 | Maneuver Training 1 |
4 | +4 | +4 | +4 | +1 | 1d8 | AC bonus +1 |
5 | +5 | +4 | +4 | +1 | 1d8 | Bonus Feat, Brawler's Strike (Magic) |
6 | +6 | +5 | +5 | +2 | 1d8 | Martial Maneuvers (Move Action) |
7 | +7 | +5 | +5 | +2 | 1d8 | Maneuver Training 2 |
8 | +8 | +6 | +6 | +2 | 1d10 | Bonus Feat, Brawler's Flurry (Improved Two-Weapon Fighting) |
9 | +9 | +6 | +6 | +3 | 1d10 | AC Bonus +2, Brawler's Strike (Cold Iron/Silver) |
10 | +10 | +7 | +7 | +3 | 1d10 | Martial Maneuvers (Swift Action) |
11 | +11 | +7 | +7 | +3 | 1d10 | Bonus Feat, Maneuver Training 3 |
12 | +12 | +8 | +8 | +4 | 2d6 | Brawler's Strike (Alignment), Martial Maneuvers (Immediate Action) |
13 | +13 | +8 | +8 | +4 | 2d6 | AC Bonus +3, Knockout 1/day |
14 | +14 | +9 | +9 | +4 | 2d6 | Bonus Feat |
15 | +15 | +9 | +9 | +5 | 2d6 | Brawler's Flurry (Greater Two-Weapon Fighting), Maneuver training 4 |
16 | +16 | +10 | +10 | +5 | 2d8 | Awesome Blow, Knockout 3/day |
17 | +17 | +10 | +10 | +5 | 2d8 | Bonus Feat, Brawler's Strike (Adamantine) |
18 | +18 | +11 | +11 | +6 | 2d8 | AC Bonus +4 |
19 | +19 | +11 | +11 | +6 | 2d8 | Maneuver Training 5 |
20 | +20 | +12 | +12 | +6 | 2d10 | Bonus Feat, Improved Awesome Blow |
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Martial Maneuvers (Ex): At 1st level, a brawler can spend a move action to gain the benefit of a combat feat she doesn't possess for 1 minute. The brawler must otherwise meet all the feat’s prerequisites. She may use this ability a number of times per day equal to half her brawler level (minimum 1).
If this ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat. Each feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one feat as an immediate action.
Martial Training (Ex): At 1st level, a brawler counts her total brawler level as fighter levels and monk levels for the purpose of qualifying for feats. She counts as a fighter and monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe).
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength bonus (not half ) on damage rolls for all her unarmed strikes.
Usually a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown above on the table above.
Bonus Feats: At 2nd level and every three levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus feat.
Upon reaching 5th level and every three levels thereafter, a brawler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the brawler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength bonus to her damage rolls for all successful attacks made with brawler’s flurry, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A brawler may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons cannot use such weapons as part of brawler’s flurry, nor can she make natural attacks in addition to her brawler’s flurry attacks.
At 8th level, the brawler has the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, the brawler has the Greater Two-Weapon Fighting feat when using brawler’s flurry.
Maneuver Training (Ex): Starting at 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus to her CMB when attempting this combat maneuver and a +1 bonus to her CMD when defending against this maneuver.
At 7th, 11th, 15th, and 19th level, a brawler becomes further trained in another combat maneuver, gaining the above +1 bonus to CMB and CMD. In addition, the bonuses granted by previous maneuver training increase by 1 each. For example, when a brawler reaches 7th level, she receives a +1 bonus on one type of combat maneuvers, +1 to her CMD against that combat maneuver, and the bonuses for the maneuver selected at 3rd level increase to +2.
AC Bonus: Starting at 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, wearing a shield, or carrying a medium or heavy load.
Brawler's Strike: Starting at 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component (chaotic, evil, good, or lawful), and her unarmed strikes count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Knockout (Ex): Starting at 13th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler strikes successfully and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 16th level, a brawler may use this ability three times per day.
Awesome Blow (Ex): At 16th level, the brawler may as a standard action perform a combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver succeeds, the opponent takes damage as if the brawler had hit it with a wielded weapon or unarmed strike, is knocked f lying 10 feet in a direction of the brawler’s choice, and falls prone. The brawler can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
Improved Awesome Blow (Ex): At 20th level, the brawler can use her awesome blow ability as an attack, rather than as a standard action. She may use it on creatures of any size, but takes a –5 penalty for each size category the opponent is larger than her. If the maneuver is successful, the brawler can immediately attempt to confirm the maneuver by rolling another awesome blow combat maneuver with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is doubled.