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.