Warpig Brawler (3.5e Class)
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|“||There is a dozen of them, armed to the teeth! Send in Fidic Iron-Fist-Skull-Crusher. Just one brawler Sir? Yea I know it is a bit over kill but I want this done fast..||”|
|—Battle Leader to a Warpig Runner, as a dozen men on horses attempt to enter Warpig territory|
A Brawler is a hand-to-hand fighter that excels in hand to hand combat against one or many foes. A strong point about this class is that Brawlers can deal high damage and incapacitate opponents. Their main drawbacks are lack of ranged attacks, and very limited weapon proficiency.
Making a Warpig Brawler
Brawlers are masters of hand-to-hand combat. They are always ready to throw down, and will fight to protect their honor. When two Warpig Brawlers engage in a battle, they fight until one of them is dead, Other Warpigs will move aside and let them fight. The winner is considered an unhonorable kill to any other Warpig during the battle. Warpigs in a battle will never kill a Warpig Brawler after he has won a fight unless he chooses to re-engage in combat, because the humiliation of killing a Warpig who won his brawl is worse than death.
Adventures: Some Warpig Brawlers are perfectly content to stay in their tribe and fight for their Battle Leader; however, some cannot resist the lure of adventure, which will gain them renown and experiance. After all, facing greater foes means getting stronger, and getting stronger means facing greater foes. Besides, why would you choose to simply live your life when you could fight for it instead?
Characteristics: Warpig Brawlers are gregarious, scarred and put up with little insults toward them, yet the rarely brag about themselves as their actions speak for themselves. They are often well-respected and feared (especially by those of the opposite sex). To a Brawler, the greatest compliment a female can give is the same as the greatest insult: to drag you into the ring and show you how tough she thinks you really are, if she wins he was not worthy of her. This is the only time a Warpig Brawler will fight until the other submits but not till death.
Alignment: While most Warpig Brawlers lean toward Chaotic Neutral or Neutral Good, they can be any alignment. They respect the rules of combat, their love of battle trumps all their other desires. Evil Brawlers exist, but they are as rare as Evil Warpigs, as Evil does not bring any pride to their ancestors.
Religion: Warpig Brawlers follow the Deity of their tribe.
Races: Warpig Brawlers only.
Other Classes: Warpig Brawlers get along well with any martial class, whom they consider brethren. Bards also get along with Brawlers, as they share a love of the harmony of percussion. Warpig Brawlers view Wizards, and magic users as cowardly.
Abilities: Warpig Brawlers need Strength to power their unarmed strikes. After that, Constitution and Dexterity are their most important attributes.
Starting Gold: 2d6x10 (70 gp). Warpig Brawlers start their adventures with little more than the clothes on their back and possibly a fist weapon made from the tusks of an ancestor. They have little use for frivolities.
|Saving Throws||Flurry of Blows||Unarmed Damage||Special|
|1st||+1||+2||+2||+0||-1/-1||1d6||Unarmed Strike, Improved Grapple, Flurry of Blows, natural weapons|
|2nd||+2||+3||+3||+0||+0/+0||1d6||Evasion, Bonus Feat, Hard as Nails AC Bonus|
|3rd||+3||+3||+3||+0||+1/+1||1d6||Fast Movement as a Monk’s, Toughness|
|4th||+4||+4||+4||+1||+2/+2||1d8||Greater Grapple, Devastating head butt|
|5th||+5||+4||+4||+1||+4/+4||1d8||Purity of Body as a Monk’s, Ki strike (Magic)|
|6th||+6/+1||+5||+5||+2||+5/+5/+0/+0||1d8||Bonus Feat, improved trip|
|9th||+9/+4||+6||+6||+3||+9/+9/+4/+4||1d10||Master Grapple, Improved Toughness|
|10th||+10/+5||+6||+6||+3||+10/+10/+5/+5||1d10||Ki strike (matching their Alignment)|
|11th||+11/+6/+1||+7||+7||+3||+11/+11/+6/+6/+1||1d10||Counter Attack, Greater Flurry|
|12th||+12/+7/+2||+8||+8||+4||+12/+12/+7/+7/+2||2d6||Great Fortitude, Bonus feat|
|16th||+16/+11/+6/+1||+10||+10||+5||+16/+16/+11/+11/+6/+1||2d8||Ki Strike (Adamantine),|
|20th||+20/+15/+10/+5||+12||+12||+6||+20/+20/+15/+15/+10/+5||2d10||Warpig Revenant: As Monk’s Perfect Self|
Class Skills 3+ Int modifier per level, ×4 at 1st level
All of the following are class features of the Warpig Brawler.
They are considered Monks for the purpose of using magic items or learning feats.
Unarmed Strike (EX): At 1st level, a Warpig Brawler gains Improved Unarmed Strike as a bonus feat. A Warpig Brawler’s attacks may be made with almost any part of her body. This means that a Warpig Brawler may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Warpig Brawler striking unarmed. A Warpig Brawler may apply her full Strength bonus on damage rolls for all her unarmed strikes.
Typically, a Warpig Brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage with no penalty to her attack roll. A Warpigs Brawler’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons.
When multiclassing, if another class also has unarmed strike damage, include its class levels when determining unarmed damage dice.
Improved Grapple: At 1st level, a Warpig Brawler gains the Feat Improved Grapple. Flurry of Blows (Ex): When unarmored and unencumbered, a Brawler may strike with a Flurry of Blows at the expense of accuracy. When doing so, she may make one extra attack per round at her highest base attack bonus; however, all attacks take a –2 penalty until the start of her next turn (including attacks of opportunity). The modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Brawler. At 2nd level or higher if a Warpig Brawler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Warpig is not wearing armor. A helpless Warpig Brawler does not gain the benefit of evasion And Hard-as-Nails: At 2nd level, a Brawler gains an AC bonus equal to her Constitution Modifier. She loses these bonuses when she wears any armor, or when she carries a medium or heavy load. Devastating Headbutt: On a successful grapple check, the Brawler may choose to use a Devastating Headbutt. This ability is an attack, (using the grappled character's flat-footed armor class) On a hit the Brawler does an extra 1D8 damage to the target, but he takes half (Rounded down with a minimum of 1) of that damage also. Add 1d8 at sixth and twelfth level ending with 3d8 at level 12, you still take half of the total damage... When a Warpig Brawler reaches 5th level, the penalty lessens to –1, and at 8th level it disappears. A Brawler must use a full attack action to strike with a flurry of blows.
When a Warpig Brawler reaches 6th level, her Flurry of Blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
If another class also has the Flurry of Blows ability, include its class levels when calculating Flurry of Blows' damage dice.
Greater Grapple: At 4th level, a Brawler gains the feat Greater Grapple.
Endurance Training (Ex): Starting at 7th level, a Brawler begins gaining bonuses to her movement speed and initiative. She gains +10 feet of movement speed per three Brawler levels, and +1 initiative for every four Brawler levels. The bonuses continue to improve as you gain more Brawler class levels; however, you lose the benefit of this ability if you are carrying a medium or heavy load.
Master Grapple: At 9th level, a Brawler gains the feat Master Grapple.
Counter Attack (Ex): At 11th level, if an opponent misses with a melee attack, you may make a reflex save with a DC equal to the opponent's failed attack roll. If this check is successful, they provoke an attack of opportunity.
Great Fortitude: At 12th level, a Warpig Brawler gains Great Fortitude as a bonus feat, which grants a +2 bonus to all Fortitude saving throws.
Crushing Fist: At 12th level, a Warpig Brawler gains Crushing Fist as a bonus feat, allowing them to use an unarmed attack to sunder weapons. If they already have this feat they gain Improved or greater Sunder.
Driving the Nail: At 16th level, you gain Roundabout Kick(CW) as a bonus feat. If you already possess this feat, you may choose any other feat to replace it, as long as you meet the requirements for the new feat.
War-pig Brawlers that pursue a class that allows them to wear armor or use other weapons can no longer progress in Brawler.
Playing a Warpig Brawler
Religion: A Warpig Brawler would usually worship the same God or Goddess as their tribe.
Other Classes: Warpig Brawlers don't get along with spellcasters and fight about brawn over brain. Fighters and other weapon users often get along with Warpig brawlers. Monks don't get along with Warpig brawlers either, monks usually see Warpig brawlers as a disgrace to the art of hand-to-hand and as brutes, yet they cannot deny that they perfom well as martial artists or as boxers.
Combat: Warpig Brawlers act as the shock troops in the party using their strength and combat prowess to temporarily shock or intimidate their foe so allies can attack. Advancement: Fighter. Warpig Brawlers prefer not to cross-class but when they do they cross-class to fighters to increase the numbers of bonus feats they get.
NPC Reactions: Most generally respect or are frightened of these walking brutes due to their immense size and scar covered bodies. But, those who are able to get passed that find the Warpig Brawlers to be a honorable and tough.