TEXT: #45
  The Bruiser
  (Base Class)
  
  B
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  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Player Paraphernalia #45 The Bruiser (Base Class) ©2015, The Knotty-Works; Author: 
  John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG 
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  on the compatibility license. Some rights reserved.
  
  1
  Player ParaPhernalia #45
  By the Knotty-Works
  Welcome to the forty fifth issue of Player 
  Paraphernalia, a hodge podge of character ideas and 
  alternate rules that may be used with the Pathfinder 
  Roleplaying Game (Paizo, Inc©).  This issue 
  introduces the Bruiser, a base class that has some 
  similarities to the brawler but focuses even more so 
  on taking out opponents with his bare hands.  While 
  the monk and brawler may make multiple attacks 
  with their hands, feet, and assorted body parts; the 
  bruiser doesn’t focus just on hitting his foe, but seeks 
  to completely immobilize him through any means 
  necessary with his bare hands.
  The Bruiser
  The ability to beat others to a pulp with one’s 
  bare hands is a primal drive that many still 
  enjoy.  From the local tavern to the gladiatorial 
  pits, there are those that take pummeling and 
  wrestling to the next level, preferring to beat their 
  opponents down.  Unlike the martial prowess of 
  the monk, the bruiser doesn’t bother with the 
  discipline or fancy moves of the more exotic arts 
  but chooses to focus on landing punches, kicks, 
  and entrapping their opponents in deadly joint 
  locks and choke holds.
  The bruiser can be just as deadly with his hands 
  than the fighter with his sword, capable of 
  dropping an opponent with a single blow.  From 
  hammer punches to bone breaking joint locks, 
  the bruiser prefers to apply his strength as liberally 
  and directly as possible.
  Role:  Finding an opponents weak point and 
  exploiting it to his own advantage, the bruiser 
  can be handy in a fight when an opponent 
  must be taking out quickly.  His lack of defenses 
  often lures an opponent into an overconfidence 
  and allows the bruiser to take advantage of the 
  situation and disable the foe.
  Alignment:  The bruiser may be of any alignment.
  Hit Die: d10
  Starting Wealth:  3d6 × 10 gp (average 105 gp.) 
  and an outfit worth 10 gp or less.
  Class Skills:  Acrobatics, Bluff, Climb, Craft, 
  Escape Artist, Intimidate, Knowledge (local), 
  Perform and Profession
  Skill Ranks per Level:  2 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiencies:  The Bruiser 
  is proficient with simple weapons.  He is not 
  proficient with any armor or shields.
  Bruiser’s Endurance (Ex):  From rigorous 
  conditioning and training, the bruiser gains a +1 
  AC bonus beginning at 1st level and increases by 
  1 every four levels thereafter with a maximum of 
  +6 at 17th level.  This bonus is derived from both 
  the hardening of his skin and his ability to avoid 
  attacks.  If the bruiser wears any type of armor or 
  uses a shield or carrying anything heavier than a 
  light load, this bonus is nullified.
  Unarmed Training (Ex):  The bruiser gains the 
  Improved Unarmed Strike as a bonus feat at 1st 
  level.  The bruiser may use his hands, elbows, 
  knees, or feet as an unarmed attack and may 
  make an unarmed attack while his hands are 
  full.  This does not grant him the ability to make 
  an unarmed attack while wielding a two handed 
  weapon or two weapons, he must choose to 
  either make unarmed attacks or attack with 
  manufactured weapons if he is holding one 
  or more weapons.  If the bruiser may make an 
  off handed attack, his full Strength bonus to 
  the damage from the off handed attack.  The 
  bruiser may choose to cause either lethal or 
  nonlethal damage with his unarmed attack, with 
  no penalties to the roll regardless of the type of 
  damage done.
  Beginning at 1st level the Bruiser gains a +1 bonus 
  to attacks and damage made with his unarmed 
  attacks.  This bonus increases every four levels 
  thereafter to a maximum of +5 at 17th level.
  Grapple Training (Ex):  The bruiser gains Improved 
  Grapple at 2nd level and does not need to 
  meet the prerequisites for this feat.  The 
  
  2
  bruiser also gains an additional +1 bonus to his 
  CMB and CMD rolls when grappling against 
  others.  This bonus increases every five levels 
  thereafter with a maximum of +4 at 17th level.  
  If the bruiser has at least one hand free he 
  does not suffer the -4 penalty on the combat 
  maneuver roll if both hands are not empty.  The 
  damage caused by the bruiser while grappling 
  another gains the damage bonus from the 
  bruiser’s Unarmed Training.
  Bruiser’s Resolve (Ex):  Beginning at 3rd level 
  the Bruiser becomes less susceptible to certain 
  debilitating conditions including becoming 
  dazed, fatigued, sickened, or stunned.  He gains 
  a +1 bonus to any saving throws when subject to 
  any of these conditions.  This bonus increases by 
  +1 every five levels thereafter to a maximum of 
  +4 at 18th level.
  At 8th level the bruiser may apply this bonus when 
  making saving throws against the exhausted and 
  nauseated conditions.  At 13th level the bruiser 
  may apply this bonus when making saving throws 
  against the shaken and staggered conditions, 
  and at 18th level he may apply this bonus when 
  making saving throws against the frightened 
  and stunned conditions.
  Bruiser Talents:  Beginning at 3rd level and every 
  three levels thereafter the bruiser may choose one 
  of the following bruiser talents below.  Each talent 
  may only be taken once (unless noted otherwise) 
  and some may have additional requirements 
  before the bruiser may select that talent.
  Adamantine Blow (Ex):  The bruiser’s unarmed 
  attack damage increases to 2d8 points of 
  bludgeoning damage. The bruiser must be at 
  least 18th level and possess both the Hard Hitter 
  and Iron Striker talents.
  Choke Out (Ex):  The bruiser must have the 
  Chokehold feat in order to take this talent.  
  The bruiser may attempt to render a pinned 
  opponent unconscious as a standard action.  
  Once declared, the opponent must make a 
  Fortitude saving throw with a DC of 10 + ½ the 
  brawler’s class level + the brawler’s Strength 
  modifier or fall unconscious for 1d6 rounds.  If 
  the target is successfully rendered unconscious 
  it falls prone and may make another  Fort saving 
  throw during its turn as a full round action to 
  gain consciousness or until the chokeout effect 
  wears off.  Opponents immune to Critical Hits or 
  nonlethal damage are immune to this ability 
  and if the opponent successfully makes 
  Bruiser Progression Table
  Base Attack Bonus
  Saving Throws
  Level
  Fort
  Ref
  Will
  Special
  1
  +1
  +2
  +2
  +0
  Bruiser’s Endurance (+1), Unarmed Training (+1)
  2
  +2
  +3
  +3
  +0
  Grapple Training (+1)
  3
  +3
  +3
  +3
  +1
  Bruiser’s Resolve (+1), Bruiser Talent
  4
  +4
  +4
  +4
  +1
  Uncanny Dodge
  5
  +5
  +4
  +4
  +1
  Bruiser’s Endurance (+2), Unarmed Training (+2)
  6
  +6/+1
  +5
  +5
  +2
  Bruiser Talent
  7
  +7/+2
  +5
  +5
  +2
  Grapple Training (+2)
  8
  +8/+3
  +6
  +6
  +2
  Bruiser’s Resolve (+2), Bruiser’s Endurance (+3)
  9
  +9/+4
  +6
  +6
  +3
  Bruiser Talent, Unarmed Training (+3)
  10
  +10/+5
  +7
  +7
  +3
  Improved Uncanny Dodge
  11
  +11/+6/+1
  +7
  +7
  +3
  Bruiser’s Endruance (+4)
  12
  +12/+7/+2
  +8
  +8
  +4
  Bruiser Talent, Grapple Training (+3)
  13
  +13/+8/+3
  +8
  +8
  +4
  Bruiser’s Resolve (+3), Unarmed Training (+4)
  14
  +14/+9/+4
  +9
  +9
  +4
  Bruiser’s Endurance (+5)
  15
  +15/+10/+5
  +9
  +9
  +5
  Bruiser Talent
  16
  +16/+11/+6/+1
  +10
  +10
  +5
  Greater Uncanny Dodge
  17
  +17/+12/+7/+2
  +10
  +10
  +5
  Bruiser’s Endurance (+6), Grapple Training (+4), Unarmed Training (+5)
  18
  +18/+13/+8/+3
  +11
  +11
  +6
  Bruiser’s Resolve (+4), Bruiser Talent
  19
  +19/+14/+9/+4
  +11
  +11
  +6
  Unarmed Mastery
  20
  +20/+15/+10/+5
  +12
  +12
  +6
  Grapple Mastery
  
  3
  the initial Fortitude saving throw, it is immune to 
  the bruiser’s chokeout talent for 24 hours.
  The bruiser may perform this talent a number of 
  times per day equal to ¼ his class level.
  Delibitating Strike (Ex):  The bruiser must be at 
  least 9th level and have the Stunning Fist feat 
  before he may take this talent.  The bruiser 
  may make a precise strike with his punch and 
  effectively diminish the opponent’s Strength 
  score by 1d4 points.  This functions exactly as 
  Stunning Fist allowing the victim to make a 
  Fortitude saving throw to avoid the effect.  The 
  DC is the same as the Stunning Fist strike, and use 
  of this talent expends one use of the Stunning 
  Fist.  Strength damage caused from this attack 
  cannot be reduced below 3 and it may be 
  regained normally through rest or restoration.
  Expanded Combat Training (Ex):  The bruiser 
  may select one combat feat as a bonus feat.  
  The bruiser must meet any prerequisites for the 
  feat, though the bruiser is treated as a fighter or 
  a monk of the same level if that is a prerequisite.  
  This talent may be taken more than once, 
  requiring the bruiser to select another feat each 
  time this talent is taken.
  Expanded Weapons Training (Ex):  The bruiser 
  may select one weapons group as listed in under 
  the Fighter’s Weapon Training class ability, he is 
  proficient with all of the weapons within that group.  
  The bruiser may take this talent more than once, 
  selecting a separate weapons group each time.
  Hard Hitter (Ex):  The bruiser’s unarmed attack 
  damage increases to 1d6 points of bludgeoning 
  damage.
  Haymaker (Ex):  By taking a -2 penalty the attack, 
  the bruiser may strike two adjacent foes within 
  reach as a standard action, making a separate 
  attack roll for each using the bruiser’s highest 
  base attack bonus.  If successful, the bruiser adds 
  the number of points above the roll required 
  to hit the target to the damage caused by the 
  attack.  If the attack was a critical hit, this extra 
  damage is not multiplied by the crit multiplier, but 
  applied after the critical damage is calculated.  
  The bruiser must be at least 9th level before he 
  may take this talent.
  Iron Striker (Ex):  The bruiser’s unarmed attack 
  damage increases to 1d10 points of bludgeoning 
  damage.  The bruiser must be at least 12th level 
  and have the Hard Hitter talent.
  Knockout (Ex):  The bruiser must have the 
  Stunning Fist feat or bruiser talent and 
  be at least 6th level before he may take this 
  talent.  As a standard action with an unarmed 
  attack, the bruiser may attempt to render 
  an opponent unconscious by successfully 
  striking and damaging his foe.  The bruiser must 
  announce that he is going to use this talent and 
  it consumes two uses of his Stunning Fist feat.  The 
  victim is allowed a Fortitude saving throw with 
  a DC of 10 + ½ the brawler’s class level + the 
  brawler’s Strength modifier or fall unconscious for 
  1d6 rounds.  If the target is successfully knocked 
  unconscious it falls prone and may make 
  another  Fort saving throw during its turn as a full 
  round action to gain consciousness or until the 
  knockout effect wears off.  Opponents immune 
  to Critical Hits or nonlethal damage are immune 
  to this ability.
  Limb Breaker (Ex):  If the bruiser successfully 
  pins an opponent of the same size or smaller 
  he may attempt to break the opponent’s 
  appendage.  The bruiser must make a maneuver 
  check against the target’s CMD, adding the 
  target’s Constitution modifier to the CMD as 
  well.  If successful, the appendage is rendered 
  useless until healed, either naturally or through 
  restorative magic.  Limbs damaged in this fashion 
  take 2d4 weeks to regain normal functionality 
  through unless tended by someone providing 
  long-term care, in which case the time is halved.
  A victim whose arm is rendered useless may not 
  use it to wield a weapon or shield.  If a leg is 
  rendered inoperative, the victim’s base speed 
  is reduced by a fraction of the number of legs 
  compromised divided by the total number of 
  legs the victim possesses.
  The bruiser may use this talent once per day, 
  plus an additional time at 15th and 18th level.  The 
  bruiser must be at least 12th level before he may 
  take this talent.
  Prescient Mettle (Ex):  The bruiser may add his 
  Wisdom modifier to his armor class as long as he 
  is not wearing armor or carrying anything heavier 
  than a light load, unconscious, or helpless.
  Sickening Strike (Ex):  The bruiser must be at least 
  6th level and have the Stunning Fist feat before he 
  may take this talent.  By successfully striking the 
  opponent in a sensitive location, the bruiser may 
  sicken the opponent for 1d4 minutes.  The bruiser 
  must declare that he is using this talent and the 
  victim is allowed a Fortitude saving throw to avoid 
  the effect with the same DC as the Stunning Fist 
  strike.  Use of this talent expends one use of 
  the bruiser’s daily Stunning First uses.
  
  4
  Stunning Fist (Ex):  The bruiser gains Stunning Fist 
  as a bonus feat and does not need to meet any 
  prerequisites for the feat.  The bruiser may make 
  a stunning fist attack a number of times per day 
  equal to ½ his class level, plus an additional time 
  for every four levels possessed from another class 
  (or an additional time level if the other class is 
  monk).  If the bruiser takes Stunning Fist as an 
  actual feat rather than this talent, he still gains 
  the daily number of uses per the talent.
  Style Training (Ex):  The bruiser may select 
  one type of style feat.  He must meet any 
  requirements for race, class, or base attack 
  bonus but may ignore prerequisites for other 
  feats when gaining the parent feat for the style.  
  The bruiser must be at least 9th level before he 
  may take this talent.
  Uncanny Dodge (Ex):  At 4th level the bruiser 
  gains the ability to react to danger at an almost 
  supernatural level.  The bruiser may not be 
  caught flat-footed, nor does he lose his Dexterity 
  bonus to AC if his opponent is invisible.  The 
  bruiser still loses his Dexterity bonus to his AC if 
  he is immobilized or successfully feinted by his 
  opponent.  If the bruiser gained Uncanny Dodge 
  from a different class by the time he reached 4th 
  level he gains Improved Uncanny Dodge instead.
  Improved Uncanny Dodge (Ex):  At 10th level the 
  bruiser may no longer be flanked and denies a 
  rogue’s ability to sneak attack the bruiser flaming 
  him unless the rogue has at least four more class 
  levels than the bruiser’s class level.  If the bruiser 
  has Uncanny Dodge from another class, the 
  levels of the two classes stack to determine his 
  effective level when determining the minimum 
  opponent level needed to successfully make a 
  sneak attack on the bruiser.
  Greater Uncanny Dodge (Ex):  At 16th level the 
  bruiser is no longer susceptible to sneak attacks.  
  In addition, if the bruiser is struck by a critical 
  blow from a melee weapon, natural attack, or 
  unarmed attack, he is allowed to make a Reflex 
  saving throw to nullify the critical damage.  The 
  DC is equal to 10 + half the opponent’s level or 
  Hit Dice + the opponent’s Strength adjustment.
  Unarmed Mastery (Ex):  At 19th level the Bruiser 
  may add his Dexterity modifier as an additional 
  dodge bonus to his AC.  He also gains Damage 
  Reduction 5/piercing as long as he isn’t wearing 
  armor or using a shield.  His own unarmed 
  attacks are considered adamantine for purposes 
  of damage reduction and bypassing 
  hardness.
  Grapple Mastery (Ex):  At 20th level the bruiser 
  gains a +6 bonus to his CMB and CMD for 
  grapple attacks, stacking with the bonus gained 
  for his grapple training.  In addition, the bruiser 
  may maintain the grappled condition as a move 
  action rather than a standard action and if he 
  successfully pins his opponent he does not lose 
  his Dexterity bonus to his AC.
  New Feats
  Extra Bruiser Talent
  Your knack for new and exiting martial 
  maneuvers astonishes your friend and foe alike.
  Prerequisites:  Bruiser Talent class feature.
  Benefits:  You may select a new bruiser talent as 
  long as you meet the requirements for the talent.
  Bruiser Equipment
  Bruiser Knuckles
  Typically a 4 to 6 inches long by 1 inch wide by 2 
  inches thick  slab of iron or lead with finger holes 
  drilled in it and come in pairs.  The bruiser wears 
  the knuckles on each hand and the extra weight 
  allows the bruiser’s unarmed punches to cause 
  1d4 points of bludgeoning damage.  The bruiser 
  may also carry other items in his hands while 
  wearing the knuckles but any tasks that require 
  precision (such as disabling locks or wielding 
  weapons) suffer a -2 penalty.  
  Knuckles enhance the wielder’s unarmed attack 
  and using them does not change the type of 
  attack the individual makes with them (they are 
  treated as a simple unarmed weapon), though in 
  the hands of a monk, brawler, or bruiser attacks 
  made with the knuckles are considered both 
  natural and manufactured in regards to any 
  spells used to enhance the wearer’s attacks.  If 
  the wearer’s normal unarmed damage is greater 
  than 1d4 points of damage, the knuckles offer no 
  additional benefit other than possibly bypassing 
  damage reduction against certain foes if the 
  knuckles are made of a special material.
  The knuckles may come 
  in a masterworks version 
  as well as a silvered, 
  cold iron, or even 
  adamantine version.  
  They weigh 1 lb as a 
  paired set.
  Bruiser Knuckles
  Material
  Cost
  Adamantine
  2,500 gp
  Bronze
  2 gp
  Cold Iron
  1,800 gp
  Iron or Lead
  5 gp
  Silver
  30 gp
  Masterworks
  +300 gp
  
  5
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
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