(Long) Bare-Knuckle Brawler Class for Iron Heroes

zen_hydra

First Post
The following is a class that I worked up this weekend. It is heavily inspired by the Badass Barroom Brawler from RPG Objects Blood and Fists d20 Modern suppliment (I can not possibly endorse this product more, it is a goldmine of great ideas), and is in no way meant to challange their ownership of that property. If there is anything listed in this material (or the Street Fighting feat mastery lists) that any representative from RPG Objects has a problem with, I will happily remove this posting.

Note - one will notice that the Bare-Knuckle Brawler's Rage ability uses the "per day" mechanic. That is because I don't think that every aspect of the game must do away with such mechanics, and because that is just one aspect of this class and not its sole focus.

Bare-Knuckle Brawler - Iron Heroes Class

This class epitomizes the concept of the two-fisted, no-holds-barred street fighter. He has learned his life lessons from the school of hard knocks, and come back for more. Not only is he a skilled unarmed combatant, but he is also a master of using weapons of opportunity to great advantage. He is a cunning and ruthless bastard, who knows that being the last one standing is more important than anything else, and that a sense of fair-play will only get a guy killed. The Bare-Knuckle Brawler has learned to focus his fury into a weapon and his mind into a steel trap.

Class Information
The following information pertains to the Bare-Knuckle Brawler class.
Hit Die: 1d4+8.
Skill Groups: Bare-Knuckle Brawlers gain access to the Athletics skill group. They focus so intensely on their physical prowess that they rarely pursue interests beyond the fighting arts. The skills a Bare-Knuckle Brawler does develop usually follow his interests or hobbies.
Many Bare-Knuckle Brawlers study the Intimidate skill to help convey their personal ferocity..
Skill Points at 1st Level: (4 + Intelligence modifier) ×4
Skill Points at Each Additional Level: 4 + Intelligence modifier


Feats
Bare-Knuckle Brawlers lack much of the elegant and specialized training of other unarmed combat focused classes. They focus on the use of underhanded Street Fighting tactics and rely on their endless fury to overcome their enemies. Elegant and stylized martial arts are the dead opposites of the Bare-Knuckle Brawler’s chosen methods. Bare-Knuckle Brawlers also have special access to the Tactics category of feats. They’re lives depend on keeping their head in a fight and Bare-Knuckle Brawlers are well known for using low-cunning to turn the table on their enemies.


Class Features
The following features pertain to the Bare-Knuckle Brawler class.

Bare-Knuckle Brawlers rely on their bag of dirty tricks and relentless fury to overcome their enemies. Though they have often learned their fighting skills from the School of Hard Knocks, they are no less dangerous in unarmed combat than the ascetic martial arts master who learned his fighting techniques in a mountain monastery. They cannot be stopped, merely endured until they have vented their boundless energy.

Weapon and Armor Proficiencies: Bare-Knuckle Brawlers rely on brute force rather than elegant tactics or training to defeat
their enemies. Thus, they rarely master complex weapons. They are proficient with all simple weapons. They have no proficiency with armor or shields.

Rage: The Bare-Knuckle Brawler temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC. The Constitution bonus increases the Bare-Knuckle Brawler’s hit points by 2 points per level, but these hit points go away at the end of the rage, at which time the Constitution score drops back to normal. While raging, a Bare-Knuckle Brawler cannot use skills or abilities that require patience and concentration (the only class skill he can use while raging is Intimidate).
A fit of rage lasts for a number of rounds equal to 3 plus the character’s (newly improved) Constitution modifier, but the Bare-Knuckle Brawler may voluntarily end the rage before that time has elapsed. At the end of the rage, the Bare-Knuckle Brawler is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter. The Bare-Knuckle Brawler can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the Bare-Knuckle Brawler can only do it during his action. The Brawler gains an additional daily use of the Rage ability at levels 5, 10, 14, and 20.

Greater Rage: At 10th level the Brawler’s temporary bonuses to Strength and Constitution increase to +8 (from +4) and the Will save bonus increases to +4. All other features of the Rage ability remain the same.

Supreme Rage: At 20th level the Bare-Knuckle Brawler’s temporary bonuses to Strength and Constitution increase to +12 and the Will save bonus increases to +6. At the end of the Rage the Brawler no longer becomes fatigued.

Bonus Feats: At 2nd, 4th, 7th, 8th, 11th, 13th, 16th, 17th, and 19th levels, you gain a bonus feat that must come from the Street Fighting or Tactics feat categories. Otherwise, you can spend this selection on any feat of your choice, provided that you meet its mastery requirements. Bonus feats are in addition to the feat a character gets at every even-numbered level.

Sucker Punch: The Bare-Knuckle Brawler excels at doing something really nasty, dirty, underhanded, and generally in violation of unarmed combat etiquette. If the Brawler succeeds in using a skill check to deny his opponent their active defense and his next attack hits, the Brawler inflicts the listed amount of bonus damage. This attack will not work on targets that are not subject to critical hits or have no discernable anatomy.

Class Lvl / BAB / Unarmed and Improvised Weapon BAB
1 / +0 / +1
2 / +1 / +2
3 / +2 / +3
4 / +3 / +5
5 / +3 / +6, +1
6 / +4 / +7, +2
7 / +5 / +8, +3
8 / +6, +1 / +10, +5
9 / +6, +1 / +11, +6, +1
10 / +7, +2 / +12, +7, +2
11 / +8, +3 / +13, +8, +3
12 / +9, +4 / +15, +10, +5
13 / +9, +4 / +16, +11, + 6, +1
14 / +10, +5 / +17, +12, +7, +2
15 / +11, +6, +1 / +18, +13, +8, +3
16 / +12, +7, +2 / +20, +15, +10, +5
17 / +12, +7, +2 / +21, +16, +11, +6
18 / +13,+8, +3 / +22, +17, +12, +7
19 / +14, +9, +4 / +23, +18, +13, +8
20 / +15, +10, +5 / +25, +20, +15, +10

Class Lvl / Defense Bonus / Special
1 / +1 / Rage 1/day
2 / +2 / Bonus Feat
3 / +3 / Sucker Punch +1d6
4 / +4 / Bonus Feat
5 / +5 / Rage 2/day
6 / +5 / Sucker Punch +2d6
7 / +6 / Bonus Feat
8 / +7 / Bonus Feat
9 / +8 / Sucker Punch +3/day
10 / +9 / Greater Rage, Rage 3/day
11 / +10 / Bonus Feat
12 / +10 / Sucker Punch +4d6
13 / +11 / Bonus Feat
14 / +12 / Rage 4/day
15 / +13 / Sucker Punch +5d6
16 / +14 / Bonus Feat
17 / +15 / Bonus Feat
18 / +15 / Sucker Punch +6d6
19 / +16 / Bonus Feat
20 / +17 / Supreme Rage, Rage 5/day


Class Lvl / Street Fighting Feat Mastery / Tactics / Other
1 / 2 / 1 / -
2 / 2 / 1 / -
3 / 3 / 2 / -
4 / 3 / 2 / -
5 / 4 / 3 / 1
6 / 4 / 3 / 1
7 / 5 / 4 / 2
8 / 5 / 4 / 2
9 / 6 / 5 / 3
10 / 6 / 5 / 3
11 / 7 / 6 / 4
12 / 7 / 6 / 4
13 / 8 / 7 / 5
14 / 8 / 7 / 5
15 / 9 / 8 / 6
16 / 9 / 8 / 6
17 / 10 / 9 / 7
18 / 10 / 9 / 7
19 / 10 / 9 / 7
20 / 10 / 9 / 7


Street Fighting Feat Mastery

School of Hard Knocks Style (Street Fighting)

Blocking Mastery (Street Fighting)

Improvised Weapons (Street Fighting)

Two-Weapon Fighting (Street Fighting)

Weapon Focus (Street Fighting)

Improved Bull Rush (Street Fighting)

Improved Critical (Street Fighting)

School of Hard Knocks Style (Street Fighting)
This style has a long and colorful history, and it may be described as the quintessential fighting proto-martial art. Basically, this style is brawling taken to the point of science, and it is seen in street fights and bar brawls around the world every day.
Base Mastery: 1
Prerequisite: Improved Unarmed Strike
Benefit: The base damage that you cause with your unarmed attacks is increased to 1d6.
In combat, you can use a move action to make a Wisdom check to study a single opponent. Divide your check by 5, rounding down. You gain Technique tokens equal to the result. You can spend these tokens as a free action to add +1 to hit, per token spent, to a single attack or to perform the various other techniques learned from this feat mastery. You can maintain a total number of unspent Technique tokens in your token pool equal to your character level + 10. Tokens beyond this maximum go to waste. Your pool lasts until the end of the encounter. You can build up tokens against one opponent at a time. If you switch targets, you lose the tokens that you have already built up for this ability.

Expanded Mastery: 2 (Box Ears Technique)
By spending 2 technique tokens, your next attack inflicts only 1-2 points of damage plus your Strength modifier with this maneuver. The target of this attack must also succeed at a Fortitude save (DC 10 + your Strength modifier + ½ your level). If this save is successful, the target is dazed for 1 round. Otherwise, the target is deafened for 1-4 rounds.

Expanded Mastery: 3 (One-Two Combo Technique)
By spending 3 technique tokens, you gain a +2 to hit with your next attack and your unarmed damage for that attack is increased by one die size (e.g. from 1d6 to 1d8) .

Expanded Mastery: 4 (Head Butt Technique)
By spending 4 technique tokens, this technique increases your unarmed attack damage for the next attack by two die sizes (e.g. from 1d6 to 1d10). The first time you perform this attack against a given opponent, the target is considered flat-footed. If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 10 + your Strength modifier + your ½ character level) or be stunned for 1 round.

Expanded Mastery: 5 (Hit Harder)
The base damage that you cause with your unarmed attacks is increased to 1d8.
You can spend technique tokens as a free action to add +1 to damage, per token spent, to a single attack.


Expanded Mastery: 6 (Body Slam Technique)
By spending 3 technique tokens when you successfully trip an opponent you cause them damage as you slam them hard into the ground. Your base unarmed damage is increased to the third larger die (for example from 1d6 to 1d12) for the purposes of this attack. You also add 1.5 times your Strength modifier to the damage from this attack. This maneuver in combination with the trip attack is a full round action.

Expanded Mastery: 7 (Groin Kick Technique)
By spending 6 technique tokens, this technique increases your unarmed damage to the next larger die (for example from 1d6 to 1d8) . The first time you perform this attack against a given opponent, the target is considered flat-footed. If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 10 + your Strength modifier + your character level) or be stunned for 1d4+1 rounds.

Expanded Mastery: 8 (Lariat Technique)
You can perform either the offensive of defensive versions of this technique.
Performed offensively, by spending 6 technique tokens, this maneuver may only be performed in conjunction with an unarmed charge attack. If the attacker hits with this charge attack, his unarmed damage increases to the third larger die (for example from 1d6 to 1d12) and his target must make a Reflex saving throw (DC 15+ attacker’s Dexterity modifier) or be knocked prone.
Performed defensively, by spending 4 technique tokens, an attacker may use this maneuver whenever he would be allowed to make an attack of opportunity. The attacker may make an unarmed attack against the target as an attack of opportunity, and if this attack hits his unarmed damage increases to the next larger die (for example from 1d6 to 1d8) and the target must make a Reflex saving throw (DC 15+attacker’s Dexterity modifier) or be knocked prone. This maneuver does not allow an attacker to make more attacks of opportunity than he is normally entitled to.

Expanded Mastery: 9 (Eye Gouge Technique)
By spending 10 tokens, on a successful attack the target of this technique suffers unarmed damage increased to the third larger die (for example from 1d6 to 1d12) and must make a Fortitude save (DC 10 + your Strength modifier + your level) or be Blinded for 1–4 rounds if the save is successful and be permanently Blinded if it fails.

Expanded Mastery: 10 (Hit Hardest) Prerequisite: Expanded Mastery 5
The base damage that you cause with your unarmed attacks is increased to 1d12.





Blocking Mastery (Street Fighting)
You have mastered the basic art of intercepting incoming melee attacks.
Base Mastery: 1
Benefit: If you are hit in melee combat, you may make an attack roll of your own in an attempt to block the attack. If your attack roll is higher than that of the attack that hit you, the attack is treated as a miss. You may only use this ability against melee weapons if you are armed. This ability does not grant you more attacks than you are normally entitled to. You may only attempt to block a number of attacks equal to your maximum number of attacks, and you may only block more than one attack in a round if you are eligible to take the full attack action. If you have multiple attacks, then you can mix blocks with attacks if you are making a full attack action, but you must decide which attacks will be used for blocking and which for attacking. For example, a character with two attacks (BAB +6/+1) could Block once and Attack once, but must decide if he wants to attack at +6 BAB and Block at +1, or vice versa.
Normal: A character without this feat may attempt to Block attacks, as above, but the blocking attack roll suffers a –4 penalty to hit.

Expanded Mastery: 3 (Improved Block)
This expanded mastery gives you a chance to Block attacks made by melee weapons even when you are unarmed. If your opposed attack roll is 5 higher than the weapon melee attack roll made against you, you suffers no damage. If the roll is 4 or less higher than the weapon attack roll, you suffer minimum damage from the attack.

Expanded Mastery: 5 (Disarm Block) Prerequisite: Expanded Mastery 3
If you successfully block an attack, you may make a disarm attack against your attacker as an attack of opportunity. This expanded mastery does not allow you more attacks of opportunity than you are normally allowed, and you may only make one such attack of opportunity per round.

Expanded Mastery: 5 (Lock Block)
If you successfully block an attack, you may make a Grapple attack against your attacker as an attack of opportunity. This expanded mastery does not allow you more attacks of opportunity than you are normally allowed, and you may only make one such attack of opportunity per round.

Expanded Mastery: 7 (Reprisal Block)
If you successfully block an attack, you may immediately make an attack of opportunity against the same opponent. This ability does not grant you any more attacks of opportunity in a round than you are otherwise entitled.

Expanded Mastery: 9 (Masterful Block)
This expanded mastery gives you one free block attempt at your highest base attack bonus that does not expend one of your allotted attacks for the round.





Improvised Weapons (Street Fighting)
You have mastered the basic art of using objects of opportunity as effective weapons. You are a walking disaster area. Anything you touch is likely to be used in a fight.
Base Mastery: 1
Benefit: You may use any improvised weapon with no penalty to hit. You must still learn how to use items designed as weapons in the normal way.
Normal: Because such objects are not designed for battle, a creature using one in combat is considered not proficient with it and suffers a –4 penalty on attack rolls made with it.

Expanded Mastery: 3 (Improved Range)
The range increment for improvised weapons is doubled (from 10’ to 20’)

Expanded Mastery: 3 (Unexpected Utility)
When wielding a long improvised weapon (such as a ladder) it is treated as a reach weapon according to its length. Improvised weapons with many protrusions (like a chair or hat rack) provide a +2 bonus to disarm attempts. Finally, a large, flat surface (like a table or door) can be wielded as an improvised tower shield.

Expanded Mastery: 5 (Shank)
When the improvised weapon wielder uses a full-attack action to prepare an improvised weapon (e.g. crack open a bottle, break a table leg in such a way as to have a sharp, splintery end, and the like) he may assign an additional damage type to the weapon and the critical threat range increases to 19-20 / x2 damage multiplier (from 20 / x2 damage multiplier). For example, a broken table leg (usually equated to a club) does bludgeoning type damage and has a critical threat range of 20 / x2 damage multiplier, but if the wielder uses a full round action to prepare the table leg (splintering the end of it), then the table leg now does damage as a club with the damage types bludgeoning and piercing with a critical threat range of 19-20 / x2 damage multiplier.

Expanded Mastery: 5 (Two Birds with One Stone)
After successfully hitting a target with a thrown improvised weapon, this expanded mastery allows the attacker to ricochet that improvised weapon toward another target within one range increment of the first target. This ricochet attack is made at the same base attack bonus as the original attack -5. For example, a character throws an ale tankard at one opponent with a BAB of +15 for the attack. After successfully striking his target, the tankard bounces off his skull and into the face of his fellow aggressor who is standing 10’ away. This second attack is made at a BAB of +10 (+15 -5 for the ricochet shot).

Expanded Mastery: 7 (Cold @#%$)
This expanded mastery allows the wielder to use an improvised bludgeoning weapon to deal nonlethal damage without the usual -4 penalty to hit, in addition this ability causes a bonus +1d6 nonlethal damage to any nonlethal attack.

Expanded Mastery: 7 (Unstable Aerodynamics)
Due to the unsound aerodynamics of most thrown improvised weapons they tend to fly in an erratic arc. This expanded mastery allows an improvised thrown weapon to disregard all the benefits of cover (short of total cover) to the target, as the object draws an unexpected, curving arc through the air.

Expanded Mastery: 9 (Maximized Potential)
For the sake of damage, improvised weapons are treated as an equivalent weapon one size larger. This expanded mastery represents the improvised weapon wielders deep understanding of how to strike with it in the most efficiently damaging way. In all other ways the improvised weapon is treated as an equivalent weapon of the appropriate size. For example, a table leg is ruled to be the equivalent of a medium sized club (damage = 1d6), but with this expanded mastery, it does damage as if it where a large club (damage = 1d8) . The actual size of the club doesn’t change, and in every other way it is considered a medium size club.
 
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I noticed that the subtitle for Improvised Weapon 7 got partially censored. It is "Cold C_ck." Where the second word rhymes with dock, and means to apply blunt force trauma to someones noggin for the purpose of knocking them the :):):):) out (theres one for the censors).
 

Revised Bare-Knuckle Brawler

After getting some feedback I came up with a revised version that uses a Desperation pool to fuel his Rage ability (which I always envisioned as a back-to-the-wall, Rocky style, second wind). I also have revised the Street Fighting feat mastery to clarify and make a couple of small changes.

Feedback will be very appreciated.

*Bare-Knuckle Brawler - Iron Heroes Class*

This class epitomizes the concept of the two-fisted, no-holds-barred street fighter. He has learned his life lessons from the school of hard knocks, and come back for more. Not only is he a skilled unarmed combatant, but he is also a master of using weapons of opportunity to great advantage. He is a cunning and ruthless bastard, who knows that being the last one standing is more important than anything else, and that a sense of fair-play will only get a guy killed. The Bare-Knuckle Brawler has learned to focus his fury into a weapon and his mind into a steel trap.


Class Information
The following information pertains to the Bare-Knuckle Brawler class.
Hit Die: 1d4+8.
Skill Groups: Bare-Knuckle Brawlers gain access to the Athletics skill group. They focus so intensely on their physical prowess that they rarely pursue interests beyond the fighting arts. The skills a Bare-Knuckle Brawler does develop usually follow his interests or hobbies.
Many Bare-Knuckle Brawlers study the Intimidate skill to help convey their personal ferocity.
Skill Points at 1st Level: (4 + Intelligence modifier) ×4
Skill Points at Each Additional Level: 4 + Intelligence modifier


Feats
Bare-Knuckle Brawlers lack much of the elegant and specialized training of other unarmed combat focused classes. They focus on the use of underhanded Street Fighting tactics and rely on their endless fury to overcome their enemies. Elegant and stylized martial arts are the dead opposites of the Bare-Knuckle Brawler’s chosen methods. Bare-Knuckle Brawlers also have special access to the Tactics category of feats. They’re lives depend on keeping their head in a fight and Bare-Knuckle Brawlers are well known for using low-cunning to turn the table on their enemies.


Class Features
The following features pertain to the Bare-Knuckle Brawler class.

Bare-Knuckle Brawlers rely on their bag of dirty tricks and relentless fury to overcome their enemies. Though they have often learned their fighting skills from the School of Hard Knocks, they are no less dangerous in unarmed combat than the ascetic martial arts master who learned his fighting techniques in a mountain monastery. They cannot be stopped, merely endured until they have vented their boundless energy.

Weapon and Armor Proficiencies: Bare-Knuckle Brawlers rely on brute force rather than elegant tactics or training to defeat
their enemies. Thus, they rarely master complex weapons. They are proficient with all simple weapons. They have no proficiency with armor or shields.

Desperation Pool: The Bare-Knuckle Brawler is at his best in the worst of situations. The Brawler’s rage is fueled by desperation. When backed into a corner and all hope seems lost, the flame in the heart of the Bare-Knuckle Brawler is fanned into a Raging inferno. The Brawler gains a Desperation Token pool and gains tokens from the following situations:
- Every time that the Bare-Knuckle Brawler successfully hits an opponent in combat but fails to cause damage (this includes condition causing effects), he gains one token.
- Every time that the Brawler is struck by a confirmed critical hit, he gains one token.
- Every round that the Brawler loses an opposed grapple check or spends pinned, he gains one token.
- Every time that the Brawler is hit by an Attack of Opportunity, he gains one token.
- Whenever the Brawler is hit by a condition causing effect (e.g. dazed, stunned, deafened, nauseated), he gains one token.
- Every time that the Brawler fails a saving throw vs. a detrimental effect, he gains a token.
You can maintain a total number of unspent Desperation tokens in your token pool equal to your character level + 10. Tokens beyond this maximum go to waste. Your pool lasts until the end of the encounter.

Rage: The Bare-Knuckle Brawler has learned the lessons of the unforgiving streets. One must often use every weapon at one’s disposal to survive, and sometimes anger is the only weapon available. By spending 4 Desperation tokens, the Bare-Knuckle Brawler temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC. The Constitution bonus increases the Bare-Knuckle Brawler’s hit points by 2 points per level, but these hit points go away at the end of the rage, at which time the Constitution score drops back to normal. While raging, a Bare-Knuckle Brawler cannot use skills or abilities that require patience and concentration (the only skill he can use while raging is Intimidate). The Sucker Punch class ability is explicitly not available to a raging Bare-Knuckle Brawler.
A fit of rage lasts for a number of rounds equal to 3 plus the character’s (newly improved) Constitution modifier, but the Bare-Knuckle Brawler may voluntarily end the rage before that time has elapsed. At the end of the rage, the Bare-Knuckle Brawler is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter. The Bare-Knuckle Brawler can only fly into a rage once per encounter. Entering a rage takes no time itself, but the Bare-Knuckle Brawler can only do it during his action.

Greater Rage: At 10th level the Brawler gains access to the Greater Rage ability. It is triggered by spending 6 Desperation tokens, and act as the Rage ability except that the temporary bonuses to Strength and Constitution increase to +8 (from +4) and the Will save bonus increases to +4. All other features of the Rage ability remain the same.

Supreme Rage: At 20th level the Brawler gains access to the Greater Rage ability. It is triggered by spending 10 Desperation tokens, and act as the Rage ability except that the temporary bonuses to Strength and Constitution increase to +12 and the Will save bonus increases to +6. At the end of the Supreme Rage the Brawler does not becomes fatigued.

Bonus Feats: At 1st, 2nd, 5th, 7th, 11th, 13th, 17th and 19th levels, you gain a bonus feat that must come from the Street Fighting or Tactics feat categories. Otherwis6th, 17th, e, you can spend this selection on any feat of your choice, provided that you meet its mastery requirements. Bonus feats are in addition to the feat a character gets at every even-numbered level.

Sucker Punch: The Bare-Knuckle Brawler excels at doing something really nasty, dirty, underhanded, and generally in violation of unarmed combat etiquette. If the Brawler succeeds in using a skill check to deny his opponent their active defense and his next attack hits, the Brawler inflicts the listed amount of bonus damage. This attack will not work on targets that are not subject to critical hits or have no discernable anatomy.

Class Lvl / BAB / Unarmed and Improvised Weapon BAB
1 / +0 / +1
2 / +1 / +2
3 / +2 / +3
4 / +3 / +5
5 / +3 / +6, +1
6 / +4 / +7, +2
7 / +5 / +8, +3
8 / +6, +1 / +10, +5
9 / +6, +1 / +11, +6, +1
10 / +7, +2 / +12, +7, +2
11 / +8, +3 / +13, +8, +3
12 / +9, +4 / +15, +10, +5
13 / +9, +4 / +16, +11, + 6, +1
14 / +10, +5 / +17, +12, +7, +2
15 / +11, +6, +1 / +18, +13, +8, +3
16 / +12, +7, +2 / +20, +15, +10, +5
17 / +12, +7, +2 / +21, +16, +11, +6
18 / +13,+8, +3 / +22, +17, +12, +7
19 / +14, +9, +4 / +23, +18, +13, +8
20 / +15, +10, +5 / +25, +20, +15, +10

Class Lvl / Defense Bonus / Special
1 / +1 / Bonus Feat, Desperation Pool, Rage
2 / +2 / Bonus Feat
3 / +3 / Sucker Punch +1d6
4 / +4 /
5 / +5 / Bonus Feat
6 / +5 / Sucker Punch +2d6
7 / +6 / Bonus Feat
8 / +7 /
9 / +8 / Sucker Punch +3/day
10 / +9 / Greater Rage
11 / +10 / Bonus Feat
12 / +10 / Sucker Punch +4d6
13 / +11 / Bonus Feat
14 / +12 /
15 / +13 / Sucker Punch +5d6
16 / +14 /
17 / +15 / Bonus Feat
18 / +15 / Sucker Punch +6d6
19 / +16 / Bonus Feat
20 / +17 / Supreme Rage


Class Lvl / Street Fighting Feat Mastery / Tactics / Other
1 / 2 / 1 / -
2 / 2 / 1 / -
3 / 3 / 2 / -
4 / 3 / 2 / -
5 / 4 / 3 / 1
6 / 4 / 3 / 1
7 / 5 / 4 / 2
8 / 5 / 4 / 2
9 / 6 / 5 / 3
10 / 6 / 5 / 3
11 / 7 / 6 / 4
12 / 7 / 6 / 4
13 / 8 / 7 / 5
14 / 8 / 7 / 5
15 / 9 / 8 / 6
16 / 9 / 8 / 6
17 / 10 / 9 / 7
18 / 10 / 9 / 7
19 / 10 / 9 / 7
20 / 10 / 9 / 7

School of Hard Knocks Style (Street Fighting)

Blocking Mastery (Street Fighting)

Improvised Weapons (Street Fighting)

Two-Weapon Fighting (Street Fighting)

Weapon Focus (Street Fighting)

Improved Bull Rush (Street Fighting)

Improved Critical (Street Fighting)

School of Hard Knocks Style (Street Fighting)
This style has a long and colorful history, and it may be described as the quintessential fighting proto-martial art. Basically, this style is brawling taken to the point of science, and it is seen in street fights and bar brawls around the world every day.
Base Mastery: 1
Prerequisite: Improved Unarmed Strike
Benefit: The base damage that you cause with your unarmed attacks is increased to 1d6.
In combat, you can use a move action to make a Wisdom check to study a single opponent. Divide your check by 5, rounding down. You gain Technique tokens equal to the result. You can spend these tokens as a free action to add +1 to hit, per 2 tokens spent, to a single attack or to perform the various other techniques learned from this feat mastery. You can maintain a total number of unspent Technique tokens in your token pool equal to your character level + 10. Tokens beyond this maximum go to waste. Your pool lasts until the end of the encounter. You can build up tokens against one opponent at a time. If you switch targets, you lose the tokens that you have already built up for this ability.
Special: The School of Hard Knocks’ techniques rely on the character’s ability to strike the vulnerable and vital areas of a given opponent. The conditions caused by these techniques will not work on targets that are not subject to critical hits or have no discernable anatomy, or if a specific anatomical target is inaccessible do to size (e.g. a standing dragon’s groin).

Expanded Mastery: 2 (Box Ears Technique)
By spending 2 technique tokens, your next attack inflicts only 1-2 points of damage plus your Strength modifier with this maneuver. The target of this attack must also succeed at a Fortitude save (DC 10 + your Strength modifier + ½ your level). If this save is successful, the target is deafened for 1 round. Otherwise, the target is dazed for 1 round and deafened for 1-4 rounds.

Expanded Mastery: 3 (One-Two Combo Technique)
By spending 3 technique tokens, you gain a +2 to hit with your next attack and your unarmed damage for that attack is increased by one die size (e.g. from 1d6 to 1d8) .

Expanded Mastery: 4 (Head Butt Technique)
By spending 4 technique tokens, this technique increases your unarmed attack damage for the next attack by two die sizes (e.g. from 1d6 to 1d10). The first time you perform this attack against a given opponent, the target is considered flat-footed. If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 10 + your Strength modifier + your ½ character level) or be stunned for 1 round.

Expanded Mastery: 5 (Hit Harder)
The base damage that you cause with your unarmed attacks is increased to 1d8.
You can spend technique tokens as a free action to add +1 to damage, per token spent, to a single attack.


Expanded Mastery: 6 (Body Slam Technique)
By spending 3 technique tokens when you successfully trip an opponent you cause them damage as you slam them hard into the ground. Your base unarmed damage is increased to the third larger die (for example from 1d6 to 1d12) for the purposes of this attack. You also add 1.5 times your Strength modifier to the damage from this attack. This maneuver in combination with the trip attack is a full round action.




*School of Hard Knocks Style (Street Fighting) continued

Expanded Mastery: 7 (Groin Kick Technique)
By spending 6 technique tokens, this technique increases your unarmed damage to the next larger die (for example from 1d6 to 1d8) . The first time you perform this attack against a given opponent, the target is considered flat-footed. If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 10 + your Strength modifier + your character level) or be stunned for 1d4+1 rounds.

Expanded Mastery: 8 (Lariat Technique)
You can perform either the offensive of defensive versions of this technique.
- Performed offensively, by spending 6 technique tokens, this maneuver may only be performed in conjunction with an unarmed charge attack. If the attacker hits with this charge attack, his unarmed damage increases to the third larger die (for example from 1d6 to 1d12) and his target must make a Reflex saving throw (DC 15+ attacker’s Dexterity modifier) or be knocked prone.
- Performed defensively, by spending 4 technique tokens, an attacker may use this maneuver whenever he would be allowed to make an attack of opportunity. The attacker may make an unarmed attack against the target as an attack of opportunity, and if this attack hits his unarmed damage increases to the next larger die (for example from 1d6 to 1d8) and the target must make a Reflex saving throw (DC 15+attacker’s Dexterity modifier) or be knocked prone. This maneuver does not allow an attacker to make more attacks of opportunity than he is normally entitled to.

Expanded Mastery: 9 (Eye Gouge Technique)
By spending 10 tokens, on a successful attack the target of this technique suffers unarmed damage increased to the third larger die (for example from 1d6 to 1d12) and must make a Fortitude save (DC 10 + your Strength modifier + your level) or be Blinded for 1–4 rounds if the save is successful and be permanently Blinded if it fails.

Expanded Mastery: 10 (Hit Hardest) Prerequisite: Expanded Mastery 5
The base damage that you cause with your unarmed attacks is increased to 1d12.




*Blocking Mastery (Street Fighting)
You have mastered the basic art of intercepting incoming melee attacks.
Base Mastery: 1
Benefit: If you are hit in melee combat, you may make an attack roll of your own in an attempt to block the attack. If your attack roll is higher than that of the attack that hit you, the attack is treated as a miss. You may only use this ability against melee weapons if you are armed. This ability does not grant you more attacks than you are normally entitled to. You may only attempt to block a number of attacks equal to your maximum number of attacks, and you may only block more than one attack in a round if you are eligible to take the full attack action. If you have multiple attacks, then you can mix blocks with attacks if you are making a full attack action, but you must decide which attacks will be used for blocking and which for attacking. For example, a character with two attacks (BAB +6/+1) could Block once and Attack once, but must decide if he wants to attack at +6 BAB and Block at +1, or vice versa.
Normal: A character without this feat may attempt to Block attacks, as above, but the blocking attack roll suffers a –4 penalty to hit.

Expanded Mastery: 3 (Improved Block)
This expanded mastery gives you a chance to Block attacks made by melee weapons even when you are unarmed. If your opposed attack roll is 5 higher than the weapon melee attack roll made against you, you suffers no damage. If the roll is 4 or less higher than the weapon attack roll, you suffer minimum damage from the attack.

Expanded Mastery: 5 (Disarm Block) Prerequisite: Expanded Mastery 3
If you successfully block an attack, you may make a disarm attack against your attacker as an attack of opportunity. This expanded mastery does not allow you more attacks of opportunity than you are normally allowed, and you may only make one such attack of opportunity per round.

Expanded Mastery: 5 (Lock Block)
If you successfully block an attack, you may make a Grapple attack against your attacker as an attack of opportunity. This expanded mastery does not allow you more attacks of opportunity than you are normally allowed, and you may only make one such attack of opportunity per round.

Expanded Mastery: 7 (Reprisal Block)
If you successfully block an attack, you may immediately make an attack of opportunity against the same opponent. This ability does not grant you any more attacks of opportunity in a round than you are otherwise entitled.

Expanded Mastery: 9 (Masterful Block)
This expanded mastery gives you one free block attempt at your highest base attack bonus that does not expend one of your allotted attacks for the round.




*Improvised Weapons (Street Fighting)
You have mastered the basic art of using objects of opportunity as effective weapons. You are a walking disaster area. Anything you touch is likely to be used in a fight.
Base Mastery: 1
Benefit: You may use any improvised weapon with no penalty to hit. You must still learn how to use items designed as weapons in the normal way.
Normal: Because such objects are not designed for battle, a creature using one in combat is considered not proficient with it and suffers a –4 penalty on attack rolls made with it.

Expanded Mastery: 3 (Improved Range)
The range increment for improvised weapons is doubled (from 10’ to 20’)

Expanded Mastery: 3 (Unexpected Utility)
When wielding a long improvised weapon (such as a ladder) it is treated as a reach weapon according to its length. Improvised weapons with many protrusions (like a chair or hat rack) provide a +2 bonus to disarm attempts. Finally, a large, flat surface (like a table or door) can be wielded as an improvised tower shield.

Expanded Mastery: 5 (Shank)
When the improvised weapon wielder uses a move action to prepare an improvised weapon (e.g. crack open a bottle, break a table leg in such a way as to have a sharp, splintery end, and the like) he may assign an additional damage type to the weapon and the critical threat range increases to 19-20 / x2 damage multiplier (from 20 / x2 damage multiplier). For example, a broken table leg (usually equated to a club) does bludgeoning type damage and has a critical threat range of 20 / x2 damage multiplier, but if the wielder uses a full round action to prepare the table leg (splintering the end of it), then the table leg now does damage as a club with the damage types bludgeoning and piercing with a critical threat range of 19-20 / x2 damage multiplier.

Expanded Mastery: 5 (Two Birds with One Stone)
After successfully hitting a target with a thrown improvised weapon, this expanded mastery allows the attacker to ricochet that improvised weapon toward another target within one range increment of the first target. This ricochet attack is made at the same base attack bonus as the original attack -5. For example, a character throws an ale tankard at one opponent with a BAB of +15 for the attack. After successfully striking his target, the tankard bounces off his skull and into the face of his fellow aggressor who is standing 10’ away. This second attack is made at a BAB of +10 (+15 -5 for the ricochet shot).

Expanded Mastery: 7 (Cold @#%$)
This expanded mastery allows the wielder to use an improvised bludgeoning weapon to deal nonlethal damage without the usual -4 penalty to hit, in addition this ability causes a bonus +1d6 nonlethal damage to any nonlethal attack.

Expanded Mastery: 7 (Unstable Aerodynamics)
Due to the unsound aerodynamics of most thrown improvised weapons they tend to fly in an erratic arc. This expanded mastery allows an improvised thrown weapon to disregard all the benefits of cover (short of total cover) to the target, as the object draws an unexpected, curving arc through the air.

Expanded Mastery: 9 (Maximized Potential)
For the sake of damage, improvised weapons are treated as an equivalent weapon one size larger. This expanded mastery represents the improvised weapon wielders deep understanding of how to strike with it in the most efficiently damaging way. In all other ways the improvised weapon is treated as an equivalent weapon of the appropriate size. For example, a table leg is ruled to be the equivalent of a medium sized club (damage = 1d6), but with this expanded mastery, it does damage as if it where a large club (damage = 1d8) . The actual size of the club doesn’t change, and in every other way it is considered a medium size club.
 

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