Mechanized Brawler
Table of Contents
Mechanized Brawler (Brawler Archetype)
Mechanized brawlers blend technology and martial prowess to control the rhythm of battle, creating a steady mechanical tick that inevitably grinds the opposition to dust.
Proficiencies: The mechanized brawler is proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies weapon and armor proficiencies.
Combat Training (Ex): A mechanized brawler is considered an expert practitioner, gaining spheres and talents as appropriate. A mechanized brawler may use Wisdom or the ability score governing their Tinker sphere associated skill as their practitioner modifier.
This replaces the bonus feats class features.
Real Steel: At 1st level the mechanized brawler gains the Tinker sphere, selecting the (augmentation) package, and Arsenal Set as a bonus talent.
The mechanized brawler treats the Tinker sphere as though it were an unarmed combat sphere (granting them the benefits of the Improved Unarmed Strike feat and counting their Tinker sphere talents towards their improved unarmed damage progression, as normal for an “unarmed” sphere).
This replaces unarmed strikes.
Mechanized Follow-Through (Ex): At 2nd level, the mechanized brawler gains the Dual Wielding sphere as a bonus talent and the Gizmo Attack feat as a bonus feat.
This replaces brawler’s flurry.
Technical Combination (Ex): At 4th level, whenever the mechanized brawler makes an attack action or attack of opportunity using a prosthetic limb (or a weapon attached to their prosthetic arsenal), the target becomes “marked” until the end of their next turn. This mark is applied regardless of whether the attack was successful. Marking a target again removes the prior mark.
The mechanized brawler’s ranged attacks against a marked target do not provoke attacks of opportunity and take no penalty for attacks made for firing into melee.
The mechanized brawler may perform technical combinations, unique combat actions, by expending the mark from a marked target (removing the mark in the process) after they attack a marked target or include the marked target in a gizmo’s area of effect. The mechanized brawler may perform a technical combination once per round. Using a technical combination is a free action that is taken after the triggering attack or action, and can be taken even when it is not the mechanized brawler’s turn (unless otherwise stated). Certain technical combinations may have alternate triggering conditions as listed, such as technical combinations allowing the mechanized brawler to react to danger.
A technical combination cannot be triggered as part of “the same” attack and its riding effects (such as a blaster add-on modification’s effects following up an attack, or the Brute sphere’s Follow-Through talent). Additional or separate attacks may qualify for a technical combination as normal.
The mechanized brawler gains access to 2 technical combinations, +1 additional selection for every 4 levels past the 4th. The mechanized brawler may change their selected technical combinations once per day when they first maintain their gizmos.
A full list of technical combinations are listed below.
This replaces knockout blow, awesome blow, and improved awesome blow.
Steel Strike (Ex): At 5th level, the mechanized brawler gains Compounding Arsenal as a bonus feat. In addition, the mechanized brawler may use their unarmed strike’s damage dice in place of the damage dice weapon attached to their prosthetic arsenal.
This replaces brawler’s strike and close weapon mastery.
Technical Mastery (Ex): At 9th level, the mechanized brawler may apply their mark as part of any attack (not just an attack action or attack of opportunity), although they cannot mark this way more than once per round. If the target is battered, they are marked for the duration of battered or until expended (but always a minimum of 1 round).
Rapid Technique (Ex): At 16th level, the mechanized brawler may expend their martial focus to use a technical combination against a marked target without needing to successfully attack or affect the target. This is a free action (unless the technical combination would require additional actions).
Technical Combinations
The following are the technical combinations which may be selected by the mechanized brawler. Unless otherwise stated, the saving throw DC of a technical combination is equal to 10 + 1/2 the mechanized brawler’s level + the mechanized brawler’s practitioner ability modifier.
- [Reaction]: Some technical combinations have the [reaction] tag. These technical combinations may be used when a marked target fulfills the [reaction]’s triggering condition. These technical combinations resolve before the triggering action.
- Personal Battery Abilities: Technical combinations with an associated personal battery use may be used as part of using the technical combination (requiring no further actions, unless modified by the mechanized brawler’s Tinker tradition). The decision to use one of these personal battery uses is made when using the technical combination.
- Technical Combinations and Range: If a technical combination would allow the mechanized brawler to perform an attack or combat maneuver, the mechanized brawler must threaten or have the target within their natural reach, unless the attack may explicitly be made with a ranged weapon.
Create Opening
The marked target provokes an attack of opportunity from one of the mechanized brawler’s allies.
- Personal Battery Use [Exploit] (1 battery): The ally’s attack of opportunity gains a circumstance bonus to the attack roll equal to +1 per 4 mechanized brawler levels.
Evade [reaction]
Trigger: The mechanized brawler is attacked by the marked target or included in an area of effect created by the marked target.
Before the marked target’s attack or effect resolves, the mechanized brawler immediately gains a +1 dodge bonus to their AC and to their Reflex saving throws, +1 per 4 mechanized brawler levels past the 4th, until the end of the current turn. For the duration, if an attack misses the mechanized brawler or the mechanized brawler succeeds on a Reflex saving throw against an area of effect, the mechanized brawler may immediately take a 5-foot step.
- Personal Battery Use [Flow Rider] (2 batteries): This technical combination’s benefits last until the start of the mechanized brawler’s next turn (not just the end of the current turn).
Fatality
Prerequisite: Mechanized brawler 20th level
Trigger: The marked target was critically hit or the triggering attack was a special attack action.
The marked target must make a Fortitude saving throw or die. Immunity to death effects or effects that require Fortitude saving throws that can’t affect objects instead grants a +4 bonus on this save. Regardless of whether or not the save is made, the target creature is immune to this technical combination ability for 24 hours.
- Personal Battery Use [Mort Ex Machina] (2 batteries): The target does not gain immunity to this technical combination if they successfully save against it.
Lightning Motion
The mechanized brawler may move up to half their speed, +5 feet per 4 mechanized brawler levels. This movement does not provoke attacks of opportunity from the marked target.
- Personal Battery Use [Time Dilator] (requires Mobility Set) (1 battery): The mechanized brawler’s movement does not provoke from any creature, not just the marked target.
Rapid Followup
Trigger: The triggering attack was a successful weapon attack with a prosthetic limb or attached weapon in a prosthetic arsenal.
The mechanized brawler may make a melee or ranged touch attack against the marked target using a prosthetic limb or attached weapon in a prosthetic arsenal (and may withdraw such a weapon as part of using it).
If successful, instead of the weapon’s normal damage, the marked target takes 1d10 damage, +1d10 per damage per 4 mechanized brawler levels and becomes battered for 1 round. This damage is instead of the weapon’s normal damage, but is treated as an attack made with that weapon (such as determining whether it bypasses damage reduction or additional effects or abilities of a successful attack with the weapon, such as bonus damage from the flaming special weapon ability, and so on).
Restock
The mechanized brawler regains their martial focus and may choose to also perform one of the following options:
- Draw or store a weapon.
- Withdraw or store an attached weapon from a prosthetic arsenal (including storing a currently active attached weapon to immediately withdraw a different attached weapon).
- Reload a weapon that could be reloaded as a standard action (or less). Reloading this way does not provoke attacks of opportunity.
- (requires Compounding Arsenal) Use the Compounding Arsenal feat to reassign the properties of a prosthetic arsenal’s attached weapon.
- Personal Battery Use [Visit The Armory] (1 battery): The mechanized brawler may choose up to three options (and may select the same one multiple times, such as reloading multiple weapons). The reload option may be selected twice to reload a weapon that could be reloaded as a full-round action (or less).
Ringer
Prerequisite: Berserker sphere (any (exertion) talent).
Trigger: The triggering attack was a successful special attack action.
The marked target is battered for 1 round and is affected by a single (exertion) talent the mechanized brawler possesses.
- Personal Battery Use [Reverberating Ringer] (1 battery): When the battered condition would end on the target due to its duration expiring, the target must succeed at a Fortitude saving throw or be battered for 1 additional round. Effects that specifically remove battered remove battered normally.
Overturn
Prerequisite: Open Hand sphere.
The mechanized brawler may make a trip combat maneuver against the marked target as an immediate action, with a +1 circumstance bonus per 4 mechanized brawler levels.
- Personal Battery Use [-The Opposition] (1 battery): This trip attempt may instead be performed as a free action. The mechanized brawler may choose a square adjacent to them for the tripped target to land in (provided the target can occupy that square normally).
Push
Prerequisite: Brute sphere.
The mechanized brawler may make a bull rush, drag, or reposition combat maneuver against the marked target as an immediate action, with a +1 circumstance bonus per 4 mechanized brawler levels. They may not move with the target as part of this combat maneuver.
- Personal Battery Use [-The Boundaries] (1 battery): This bull rush, drag, or reposition attempt may instead be performed as a free action. A maneuver performed this way may still have a (manhandle) talent applied to it.
Retry
Trigger: The mechanized brawler’s attack missed.
The mechanized brawler may immediately attempt a new attack against the marked target using the same weapon used to make the marking attack.
- Personal Battery Use [Stack The Odds] (1 battery): The mechanized brawler rolls the new attack twice, keeping the better result.
Seize
Prerequisite: Wrestling sphere.
The mechanized brawler may make a grapple combat maneuver against the marked target as an immediate action, with a +1 circumstance bonus per 4 mechanized brawler levels.
- Personal Battery Use [-The Opportunity] (1 battery): This grapple attempt may instead be performed as a free action. The mechanized brawler may choose to immediately use a (slam) talent as a free action after initiating this grapple.
Spree
Trigger: The marked target is killed, rendered unconscious, or otherwise incapacitated by the triggering attack.
The mechanized brawler may immediately choose another creature they can see, marking them. The mechanized brawler may then, as an immediate action, move up to 10 feet (provided that they move closer to the newly marked target).
- Personal Battery Use [Run Them Down] (1 battery): The mechanized brawler may instead move up to 10 feet, +10 feet per 4 mechanized brawler levels (still moving directly towards the marked target).
Withstand [reaction]
Trigger: The mechanized brawler is damaged by the marked target.
Immediately after the marked target damages the mechanized brawler, the mechanized brawler gains a number of temporary hit points equal to their practitioner modifier plus their mechanized brawler level. These temporary hit points are gained before the brawler would be reduced to 0 or less, and may keep the mechanized brawler alive. These temporary hit points expire at the end of the mechanized brawler’s next turn.
- Personal Battery Use [Suck It Up] (requires Medical Set) (1 battery): When these temporary hit points expire, the mechanized brawler heals a number of hit points equal to the remaining temporary hit points.
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