Horrifically Overpowered Class Features for Pathfinder 1e - The Brawler (Paid Patron Excusive!) (Patreon)
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This is the third in my series of paying-member-exclusive Thursday posts, Horrifically Overpowered Class Features for the Hybrid and Occult character classes of Pathfinder 1st edition. This goes along with the paying-member-exclusive Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up. The index also has the Horrifically Overpowered Feat I suggest using to allow characters to access these HO class features.
This week, we're tackling the Brawler. If you would like to see different paying-patron-exclusive content in the future, let me know!
Horrifically Overpowered Brawler Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see Index, hyperlinked above).
(A one-eyed Norseman making a fist? Yeah, this is going to be an EPIC beatdown. Art by Bruno.)
Horrifically Overpowered Brawler Class Skills (Horrifically Overpowered): When you are not at full HP, you gain a +1 bonus to all your Brawler class skills. If you are at 75% HP or less, this becomes a +2 bonus. If you are at 50% HP of less, this becomes a +4 bonus. If you are at 25% HP or less, this becomes a +8 bonus.
If you have HD from sources other than your Brawler class, you must track your non-Brawler HD and Brawler HD separately. Your Horrifically Overpowered Brawler Class Skills bonus only kicks in are you have lost all HP from other HD, and your remaining Brawler HD are down to the percentages mentioned above.
For example, Kyorn is a fighter 1/brawler 4. He tracked hp gained from those HD separately, and (including his Constitution bonus to each HD) has 11 hp from his Fighter HD, and 44 hp from his Brawler HD. None of his Horrifically Overpowered Class Skill bonuses activate until he has taken 12 points of damage (as the first 11 hp are all treated as being from his Fighter HD). He is considered at 75% or less of his hp when he has taken 22 hp (the first 11 going to his Fighter HD, and the next 11 leaving him at 33 of his 44 hp from his Brawler HD), and so on.
Horrifically Overpowered Brawler Weapon and Armor Proficiency (Horrifically Overpowered): When you are not at full HP, you gain a +1 bonus to damage with unarmed strikes and all weapons gained through Brawler Weapon Proficiency. If you are at 75% HP or less, this becomes +1 to attacks and +2 to damage, and if you are in nor armor or light armor and not carrying a tower shied you also gain a +1 dodge bonus to AC. If you are at 50% HP of less, this becomes +2 to attacks, +4 to damage, and +2 dodge bonus to AC. If you are at 25% HP or less, this becomes +4 to attacks, +8 to damage, and a +4 dodge bonus to AC.
As with Horrifically Overpowered Brawler Class Skills, if you have Hit Dice from sources other than the Brawler class, you track those hp separately and must have lost all hp from those HD and be damaged when looking at just the hp from your Brawler HD when determining your bonuses.
Horrifically Overpowered Brawler's Cunning (Horrifically Overpowered): Whenever you take a combat feat that has a prerequisite of an Intelligence of 13 or more, you get a second combat feat that has a prerequisite of an Intelligence of 13 or more as a bonus feat. For all feats, any ability score prerequisite for a feat is reduced by your Brawler level. For example, if a feat has a prerequisite of a Dexterity of 17, a 5th level Brawler only needs to have a Dexterity of 12 to quality for the feat.
Horrifically Overpowered Martial Flexibility (Horrifically Overpowered): Using this ability is always just a free action. You retain feats gained for 10 minutes rather than 1 minute. Add your Brawler class level to the number of times per day you can use this ability.
Horrifically Overpowered Martial Training (Horrifically Overpowered): When you take a combat feat that is not a Horrifically Overpowered feat that has a fighter level or monk level as a prerequisite, you can ignore any 1 other prerequisite of the feat.
Horrifically Overpowered Brawler Unarmed Strike (Horrifically Overpowered): Calculate your unarmed attack damage as if you were one size category larger. When attempting a combat maneuver with an unarmed strike, determine you special CMB size modifier as if you were one size category larger, and determine what size creature you can attempt to bull rush, overrun, or trip as if you were one size category larger. If you make an unarmed attack against a target that damages weapons that strike it, reduce the damage you take by an amount equal to your brawler level.
Horrifically Overpowered Bonus Combat Feat (Horrifically Overpowered): Each time you gain a bonus combat feat, you also gain a bonus feat of your choice from the following list: Combat Expertise, Greater Bull Rush, Greater Disarm, Greater Grapple, Greater Overrun, Greater Sunder, Greater Trip, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Overrun, Improved Sunder, Improved Trip, Power Attack. You must meet this feat's prerequisites (though you benefit from Brawler and Horrifically Overpowered Brawler class features that affect prerequisites normally).
Horrifically Overpowered Brawler's Flurry (Horrifically Overpowered): You can use your flurry of blows as a standard action to allow you to make one attack at your full attack bonus and one additional attack at -2 to your attack roll. This is still a full attack action, but is a standard action and is limited to just the extra attack listed here--you cannot add additional attacks to this special full attack action through any means. At 8th level you can make three attacks in a standard action flurry of blows, one at full bonus, one at -2, and one at -5. At 15th level you can make four attacks in a standard action flurry of blows, one at full bonus, one at -2, one at -5, and one at -10.
Horrifically Overpowered Maneuver Training (Horrifically Overpowered): Double the value of all bonuses from this class feature, and apply the highest bonus to all combat maneuvers you make.
Horrifically Overpowered AC Bonus (Horrifically Overpowered): You never lose your Brawler bonus to AC, regardless of your condition, encumbrance, or what armor you wear. If unarmored or in light armor, unencumbered, and able to move freely, double the bonus you receive from this class feature.
Horrifically Overpowered Knockout (Horrifically Overpowered): You can choose to use this ability after you know if you have hit and damaged your target. The save DC is increased by 2. The duration is increased to 2d4 rounds. A target that is unconscious takes a -4 penalty to saves made to wake from this ability.
Horrifically Overpowered Brawler's Strike (Horrifically Overpowered): Your unarmed attacks are treated as force effects, and you do not suffer a miss chance against concealed or invisible creatures or while blind (though you still must somehow know or guess what square a target you cannot see is in to attack it).
Horrifically Overpowered Close Weapon Mastery (Horrifically Overpowered): You gain the benefits of brawler's strike to any attacks you make with close weapons. Any feat you take with a close weapon that applies to one weapon (such as Weapon Focus) applies to all close weapons and unarmed attacks that could be selected for that feat.
Horrifically Overpowered Awesome Blow (Horrifically Overpowered): You can make the first attack in a full attack an awesome blow, rather than only performing it as a standard action. If successful, you can knock the target back as far as you decide to a maximum of 5 feet per 2 Brawler levels. If they hit an object, both they and the target take 1d6 of bludgeoning damage per 5 feet you tried to know them back.
Horrifically Overpowered Improved Awesome Blow (Horrifically Overpowered): You can now make 2 attacks out of a full attack action into awesome blows, and the distance you knock back a target is a maximum of 5 feet per Brawler level. You must have Horrifically Overpowered Awesome Blow to take Horrifically Overpowered Improved Awesome Blow.