- Written by Charles Wenzler
Brawl: The brawler gains a +3 deflection bonus to AC and a +3 training bonus on unarmed attacks. In addition she gain Improved Unarmed Combat as a bonus feat. This ability replaces the brawlers proficiency in light, medium and heavy armor.
Great Brawler: The brawler deals one extra die of damage with her unarmed attacks. At 4th level her unarmed attacks deal two additional dice of damage. At 7th level her unarmed attacks deal three additional dice of damage. In addition at 7th level her unarmed attacks are treated as magical for the purpose of overcoming damage reduction. This ability replaces the Weapon Bond, Weapon of Legend and Spiritual Weapon Bond class features.
Tough As Nails (Ex): Starting at 2nd level the brawler gains a natural armor bonus to her AC equal to her Constitution modifier +2. This bonus increases by +2 at 5th, 8th and 11th level. The maximum AC bonus gained from this ability cannot exceed +13. This ability replaces the armor expertise 1, 2, 3 & 4 class features.
Unarmed Expertise (Ex): Starting at 3rd level the brawler gains a +1 bonus to all unarmed attack and damage rolls. At 6th level the bonus increases to +2 and continues to increase by an additional +2 for every 3 levels gained thereafter, to a maximum of +10. This ability replaces the Weapon Expertise 1, 2, 3, 4 , 5 & 6 class features.
Tough Hide (Ex): Starting at 13th level the brawler gains Damage Reduction X/-, with X being equal to her Constitution modifier +1; this is her base DR, once it is determined any increases to the brawlers' Constitution modifier will not increase her DR. At 16th level the brawlers DR increases by +2 and at 19th level her DR increases by +3. This ability replaces the Armor Mastery 1, 2 & 3 class features.
Hand Chakra Awakening (Su): At 14th level the brawler gains a pool of Chakra points equal to her Charisma modifier +1 (minimum 1) which are refreshed after 8 hours of rest (which do not need to be consecutive). At 17th and 20th level the brawler adds an additional +2 points to her Chakra pool. The fighter can expend these Chakra points as a free action to imbue her unarmed attacks with magic weapon special abilities, with each ability costing a number of Chakra points equal its base price modifier; for example a brawler that imbues her unarmed strikes with ghost touch costs 1 chakra point as its base price modifier is a +1 bonus. The ability or abilities last for a number of rounds equal to the brawlers class level.
The GM may rule that that some magic weapon special abilities are disqualified from choice or may require one ability before another can be added; as an example the throwing melee magical weapon special ability might be allowed and is required before adding any magical ranged weapon special ability. The returning magical ranged weapon special ability is disbarred as a choice as it is unnecessary. The fighter must not be wearing any magical item that uses the hand slot in order to qualify to use this ability. This ability replaces the Weapon Supremacy 1, 2 & 3 class features.