Brawler

Most fighters require weapons. However, brawlers are their own weapon.

Branch Features

You gain the following features when you take your first talent in this branch.

Improved Unarmed Strike

Your unarmed strikes deal base damage equal to your martial feat die.

Talents

Talent CP Prerequisites
Moxie 5 -
Bloodied But Unbowed 5 -
Haymaker 10 Bloodied But Unbowed and 4 other Fighter Talents
Moxie Fuelled Fists 5 Moxie and 4 other Fighter Talents
Down But Not Out 25 Haymaker and 6 other Fighter Talents
Unbreakable 65 Down But Not Out and 9 other Fighter Talents
Fighting Spirit 80 Unbreakable and 11 other Fighter Talents

Moxie

Cost: 5 Character Points

Your experience laying the beatdown on others has given you moxie that you can channel in the midst of battle.

You have a number of moxie points equal to your Strength modifier. You can spend these points to fuel various moxie abilities. You have three such abilities: Brace Up, The Old One-Two, and Stick and Move. You regain all expended moxie points when you complete a short or long rest.

Brace Up

Actions: 1

You can spend 1 moxie point to brace for attacks. Roll your recovery die + your Constitution modifier and gain that many temporary hit points.

The Old One-Two

Actions: Free

Immediately after you take the Strike action, you may spend 1 moxie point to make an unarmed melee attack as a free action. This attack is subject to the multiattack penalty.

Stick and Move

Actions: Free

You can spend 1 moxie point to make a Fighting Dirty, Grapple, or Shove attack, or take the Dash action. Any attack made is subject to the multiattack penalty.

Bloodied But Unbowed

Cost: 5 Character Points
Actions: Free

If, over the course of the last round, you took damage that reduced you to half your maximum stamina or less, then, as a free action at the start of your turn, you may choose to gain temporary stamina equal to your recovery die + your Constitution bonus. Additionally, you regain all expended moxie points.

You cannot use this feature again until you finish a short or long rest.

Haymaker

Cost: 10 Character Points
Prerequisite: Bloodied But Unbowed and 4 other Fighter Talents

Before you make an attack, you can declare that you are swinging wild haymakers. You make all weapon attack rolls until the end of this turn with -1d. However, when you deal damage with a weapon or unarmed strike, you do not roll the weapon’s damage die, but instead use the maximum die result.

Moxie Fuelled Fists

Cost: 5 Character Points
Prerequisite: Moxie and 4 other Fighter Talents

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Down But Not Out

Cost: 25 Character Points
Prerequisite: Haymaker and 6 other Fighter Talents

When you use your Bloodied But Unbowed ability, you can choose to also use this ability. If you do, you add your martial feat die to your damage with unarmed attacks and weapons for the next minute.

You can use this feature again after you complete a long rest.

Unbreakable

Cost: 65 Character Points
Prerequisite: Down But Not Out and 9 other Fighter Talents

Whenever you make a defense check and fail, you can spend 1 moxie point to instead succeed.

Fighting Spirit

Cost: 80 Character Points
Prerequisite: Unbreakable and 11 other Fighter Talents

When you are reduced to 0 stamina, you can choose to regain half of your maximum stamina and half of your maximum moxie points. However, you also gain a level of exhaustion.

You cannot use this feature again until you finish a long rest.