Brawler

Brawlers rely heavily on their own bodies and the surrounding environment to incapacitate and subdue their adversaries. Brawlers specialize in close quarters combat against multiple opponents and are outfitted with a variety of movement abilities and multi-target attacks.

Brawler

Brawlers rely heavily on their own bodies and the surrounding environment to incapacitate and subdue their adversaries. Brawlers specialize in close quarters combat against multiple opponents and are outfitted with a variety of movement abilities and multi-target attacks.

Strength or Dexterity should be a Brawler’s highest Attribute.

Playing a Brawler

XP Cost : 4 Prerequisites : STR 14

Meet the Prerequisites and pay this Archetype's XP cost to gain the following:

Training

Gain training in Athletics and 2 of the following Skills: Perception, Survival, Acrobatics, Medicine or Intimidate.

Gain Training in the use of 1 Hand-to-Hand Weapon Types.

Gain Training in the use of 1 Melee or Ranged Weapon Type.

Equipment

Acquire a Common or Uncommon Suit of Light Armor of your choice.

Acquire a Common or Uncommon Hand to Hand Weapon of your choice.

Acquire a Common Weapon of your Choice.

Acquire a Common or Uncommon Bundle of your Choice.

Brawler Style

Not all brawlers fight the same way. Choose a type of brawler Style from the 5 choices below and gain any attached Abilities and Traits.

Bar Brawler

You learned to fight in bar brawls and tavern tangles. Wrecking the place, and in turn your enemies, is your specialty.

Trait

Bar Training Improvised Weapons are not wielded at Disadvantage by you and you gain your Training Bonus while using any and all Improvised Weapons.

Trait

Brawler's Skin Your Wound Threshold is increased by +4 HP and whenever you receive a Blunt Damage Wound you may reduce the Wound Roll to the next lowest number.

Ability

Bar Breaker You deal an Additional 2 Damage of the same type when wielding an Improvised Weapon. When an Improvised Weapon breaks during a successful attack vs an opponent it deals an additional 1d6 Puncture Damage to the target.

Martial Artist

You were trained in the Martial Arts, either in seclusion, secrecy, from a martial arts sensei or from written instructions.

Trait

Martial Training Your Unarmed Attacks are considered to be "Unarmed Strikes" and deal the next highest Die Type in Damage + your STR or DEX Modifier. For example: 1d2 becomes 1d4, 1d4 becomes 1d6 and so on. The Damage type remains consistent with the damage an unarmed creature of your species deals.

Ability

Unarmed Strike You may use your Attack Action(s) to make Unarmed Strike(s). You do not need Free Hands to make Unarmed Strikes and are considered to be able to use various parts of your anatomy to inflict Blunt Damage.

Ability

Follow-Through When you Hit a target with any Attack while adjacent to the target, you may choose to spend a Motion to make one Follow-Through Attack vs the same target. Hits on Follow-Through Attacks deal damage equal to your unarmed strike, but does not add the bonus damage from your STR or DEX Modifier. If you have no Motions available you may instead spend 1 Might, Stamina or Focus.

Ring Fighter

You were trained to fight in the ring and it shows. You excel at facing one opponent at a time and landing your well aimed and powerful strikes.

Trait

Ring Training You gain an additional +2 to Hit and Damage with your Unarmed Attacks and you gain +2 AC vs Unarmed and Melee Attacks of which you are aware while wielding Hand-to-Hand or no weapons.

Ability

Nine Rounds Whenever you Use your Action to Recuperate: Focus, Stamina or Might, you Regain 2 Power Pool Points of one of those types rather than the standard 1.

Ability

Victory Gloat You may regain 1 Stamina, Might or Focus when you reduce an opponent to 0 HP or Fewer.

Street Fighter

You learned to fight on the streets, where nothing is fair and you must use every opportunity available to you to survive. You excel at environmental awareness, dirty fighting and cheap shots.

Ability

Dirty Fighting You can use a Motion to Distract an opponent using your Deception Skill. The opponent must pass a WIS Saving Throw with a DC equal to your combined Deception Skill Roll. If they fail they are considered to be successfully "Distracted" until the end of their Next Turn and are open for a Cheap Shot.

Ability

Cheap Shot When an opponent is "Distracted" your first Unarmed Attack is guaranteed to Hit and deals +5 Damage of the same type. In addition, it Critically hits on a roll of 17-20 on the die.

Opponents are also considered open for a Cheap Shot when unaware of your presence or prior to rolling initiative.

Ability

Environmental Fighter While adjacent to a Wall, Window, Fire or any other Hazard you may immediately end a Successful Grapple to force an adjacent enemy to Move into that Hazard.

Glass should deal 1d4 Puncture or 1d4 Slash, A wall should deal 1d8 Blunt, a fire should deal 1d8 Burn and so on. Forcing an enemy over a ledge is also possible but Last Grasp still applies.

Wrestler

You learned to fight in wrestling matches, tests of strength and constitution. You excel at grappling and bringing your opponents to the ground.

Trait

Ground Fighter You gain Advantage on your Unarmed Attacks vs Prone and Grappled Opponents. Critically Hit whenever you Hit with Unarmed Attacks vs Prone and Grappled Opponents. Gain +2 on Rolls made to Grapple Opponents and to Break Grapples. The Maneuver Save DC to escape grapples you initiate is considered to be increased by 2.

Ability

Quick Recovery You can stand from a Prone Position using a Motion or Reaction.

Ability

Complete Pin If you have a target grappled for Three consecutive Rounds that creature becomes Dazed until the Grapple is broken.

Traits and Abilities

Purchase with XP

Traits

Nimble

XP Cost: 2 Prerequisites: Brawler

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Brawler

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Brawler

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Basic Maneuvers

(This Trait may be taken multiple times)

XP Cost : 1 Prerequisites : Brawler

Choose 1 or 2 Maneuver Types(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type(s).

Complex Maneuvers

(This Trait may be taken multiple times)

XP Cost : 2 Prerequisites : Brawler, Basic Maneuver(s) of the same type.

Choose 1 or 2 Maneuver Types(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type(s).

Expert Maneuvers

(This Trait may be taken multiple times)

XP Cost : 3 Prerequisites : Brawler, Complex Maneuver(s) of the same type.

Choose 1 or 2 Maneuver Types(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type(s).

Brawler’s Bones

XP Cost : 2 Prerequisites : Brawler

Your Hand-to-Hand Attacks now deal +2 Damage per Hit.

Brawler’s Speed

XP Cost : 2 Prerequisites : Brawler

Gain +1 Movement Speed.

Brawler's Precision

XP Cost : 2 Prerequisites : Brawler

Gain +1 to Hit with Hand-to-Hand Attacks.

Brawler’s Balance

XP Cost : 1 Prerequisites : Brawler

Gain Training in DEX Saving Throws.

Brawler’s Fortitude

XP Cost : 1 Prerequisites : Brawler

Gain Training in CON Saving Throws.

Brawler’s Strength

XP Cost : 1 Prerequisites : Brawler

Gain Training in STR Saving Throws.

Brawler’s Footing

XP Cost : 1 Prerequisites : Brawler

You gain +2 to your Initiative.

Brawler’s Physique

XP Cost : 2 Prerequisites : Brawler

Gain +2 Might or Stamina.

Tough

XP Cost : 2 Prerequisites : Brawler

Your total HP is increased by +1 and each time you level up.

Efficient

XP Cost : 1 Prerequisites : Brawler

You gain one additional Motion.

Efficient Extra Efficient

XP Cost : 2 Prerequisites : Brawler Training, Efficient

You gain one additional Motion.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Brawler, Expert Might Maneuvers

You reduce the Initial cost of all Tier I Might Abilities by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Brawler, Expert Stamina Maneuvers

You reduce the Initial cost of all Tier I Stamina Abilities by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Brawler, Expert Focus Maneuvers

You reduce the Initial cost of all Tier I Focus Abilities by ½.

Endurance Fighter

XP Cost : 2 Prerequisites : Brawler

You reduce the cost to Sustain all your Maneuvers by ½.

Rapid Strikes

XP Cost : 2 Prerequisites : Brawler

You have an additional Hand-to-Hand Attack Action at your disposal.

Blurred Strikes

XP Cost : 4 Prerequisites : Brawler, Rapid Strikes

You have one additional Hand-to-Hand Attack Action at your disposal.

Lightning Strikes

XP Cost : 6 Prerequisites : Brawler, Blurred Strikes

You have one additional Hand-to-Hand Attack Action at your disposal.

Muscle Memory

XP Cost : 2 Prerequisites : Brawler

Gain an additional Reaction.

Muscle Recall

XP Cost : 3 Prerequisites : Brawler, Muscle Memory

Gain one additional Reaction.

Muscle Reflex

XP Cost : 4 Prerequisites : Brawler, Muscle Recall

Gain one additional Reaction.

Abilities

Quick Draw

XP Cost : 2 Prerequisites : Brawler

Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Compound Fractures

XP Cost : 2 Prerequisites : Brawler

You deal a cumulative +1 damage per hit on targets that you hit with Unarmed Attacks. The Bonus Damage is the same type as the Damage dealt with your Unarmed Attacks. This bonus damage expires once that Round ends.

Dual Wielder

XP Cost : 2 Prerequisites : Brawler

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost : 4 Prerequisites : Brawler, Dual Wielder

Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.

Dual Wielder III

XP Cost : 6 Prerequisites : Brawler, Dual Wielder II

Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.

Penalties for Additional Attacks while Dual Wielding are now Halved.

Dagger Hand Technique

XP Cost : 2 Prerequisites : Brawler

You can now choose to deal Puncture Damage with your Unarmed Attacks.

Ax Hand Technique

XP Cost : 2 Prerequisites : Brawler

You can now choose to deal Slash Damage with your Unarmed Attacks.

Hammer Hand Technique

XP Cost : 1 Prerequisites : Brawler

You may now consider your unarmed attacks to have the Impact I Item Trait.

Hook Hand Technique

XP Cost : 1 Prerequisites : Brawler

You may now consider your unarmed attacks to have the Grapple Weapon Item Trait.