3. Implicaciones de la filosofía de Wittgenstein para la educación
3.5. La crítica al psicologismo y la representación: Wittgenstein y la educación en el
Brawler Feats
ABUSE [DEBUFF ] Prerequisite: Brawler
Benefit: As a standard action, the brawler may attack their enemy with an unarmed strike. If they successfully hit them, instead of dealing damage, roll 1d4. For that many rounds the target cannot target anyone but the brawler.
AGGRESSIVE [ STANCE ]
Prerequisite: Brawler, 16 STR, Unarmed Strike 6 Ranks
Benefit: When fighting unarmed or with martial weapons, the brawler gains a +1 damage bonus to all attacks. She/he also receives an additional +1 per 5 character levels. The brawler also suffers a -2 dodge penalty to defensive rolls while in this stance. This stance cannot be used if the brawler is wearing any medium or heavy armor.
BEATDOWN [ STAT BONUS ]
Prerequisite: Pummel, Unarmed Strike 11 Ranks
Benefit: When the brawler scores a critical hit while in the Aggressive stance, they deal triple damage.
Normal: An unarmed strike critical hit normally deals double damage.
BOB AND WEAVE [ BUFF ]
Prerequisite: Bodyguard, Unarmed Strike 9 Ranks Benefit: As a standard action the brawler can move their body quickly from left to right, loosening their muscles and joints in a fluid motion. The brawler gains a +4 DEX bonus for the next 3 rounds.
Special: This feat may be taken an additional time to increase the duration to 6 rounds.
BODY ARMOR [ BUFF ] Prerequisite: Bodyguard
Benefit: At the cost of 1 lethal HP per round, the brawler may increase their DR by +2. This effect stacks with every other DR effect and can be cancelled at any time.
This effect automatically cancels if the brawler falls unconscious.
Special: This feat may be taken multiple times, each time the HP cost and DR goes up by 1.
BODYGUARD [ STANCE ] Benefit: Brawler, 16 DEX
Special: When fighting unarmed or with martial weapons, the brawler gains a +2 dodge bonus. They also receive an additional +2 dodge bonus every 5 character levels, starting at level 5. They suffer a -2 penalty to unarmed strike rolls while in this stance. This stance cannot be used if the brawler is wearing any medium or heavy armor.
COMBAT THROW [ STAT BONUS ] Prerequisite: Bodyguard, Launch
Benefit: The brawler gains a +2 bonus on opposed STR and DEX checks any time they attempt to initiate a trip or grapple, or when they try to avoid a trip or grapple attack made against them. Additionally, they gain a +2 bonus to all of their launch ability rolls. This effect is only active when the brawler is in the Bodyguard stance.
CROUCHING TIGER [ DAMAGE ]
Prerequisite: Brawler, Unarmed Strike 8 Ranks
Benefit: As a standard action the brawler may stand up from a prone position while simultaneously attacking a target within melee range. You must be in a prone position to use this ability.
DEVASTATING STRIKE [ DAMAGE ]
Prerequisite: Aggressive, Unarmed Strike 15 Ranks Benefit: This attack takes two full rounds to complete.
The first full round the brawler will stand completely still, charging the attack. If attacked or distracted the brawler will need to roll concentration vs a DC of 18 to continue. On the second full turn the brawler may charge and attack any target within 30ft. The damage dealt is calculated by rolling the brawler’s normal unarmed strike damage and multiplying the result by 5. The target may roll a reflex save vs your unarmed strike to only take half damage. After executing the attack the brawler cannot use it again for 1 hour.
Special: This feat may be taken once more, changing the damage multiplier to 10 instead of 5.
ELUSIVE TARGET [ DEBUFF ] Prerequisites: Brawler, DEX 13
Benefit: If the brawler is currently engaged in a melee fight, they gain a +4 defense bonus to defense rolls against ranged shot attacks.
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INFERNO STRIKES [ DAMAGE ]
Prerequisite: Aggressive, Unarmed Strike 7 Ranks Benefit: As a standard action the brawler may spend time heating a hand or foot via friction to a red-hot state.
For the next 5 rounds they deal 2 additional fire elemental damage per strike with that appendage.
Special: This feat may be taken two more times, each time increasing the damage by 2 fire elemental damage.
LAUNCH [ MISC ] Prerequisite: Bodyguard
Benefit: As a full round action the brawler may launch one of their allies or opponents into the air. The brawler must have enough strength to lift their target. The distance they can throw the target depends on their STR, but it will always be at least 10ft further than a normal character their size could throw. If the brawler is throwing an opponent, the target can attempt a reflex save vs a DC of 15 + brawler’s character level to dodge or the target can attempt a STR check break out of the brawler’s grip. The target rolls a STR roll at a -5 against the brawler’s STR roll. The target can attempt either of these checks when the brawler first captures them, but can only use the STR check during each round the brawler continues to hold them.
ONE HUNDRED HAND PUNCH [ DAMAGE ] Prerequisite: Aggressive, Unarmed Strike 13 Ranks Benefit: As a full round action the brawler may attack their opponent with an unarmed strike for normal damage at their highest attack bonus. If successful, the brawler can attempt to strike the target again with the same attack bonus, but at a -2 penalty. The brawler continues attacking like this and adding up the penalty each time until they lose an attack roll. When the attack is over, roll 1d4 to determine how many rounds the brawler must wait before they can attempt this ability again.
PUMMEL [ STAT BONUS ]
Prerequisite: Aggressive, Unarmed Strike 8 Ranks Benefit: The brawler’s critical threat with unarmed strikes improves to 19-20 while in the Aggressive stance. This includes any martial weapons the brawler is wearing.
Normal: A character without this feat only has a critical threat of 20 with unarmed strike attacks.
ROUNDHOUSE KICK [ DAMAGE ] Prerequisite: Aggressive
Benefit: As a full round action and while in Aggressive stance, the brawler may roundhouse kick their target and any other target within melee range. Each target may roll defense normally against the brawler’s unarmed strike attack. Each target hit successfully takes 1d8 plus your normal unarmed strike damage.
Special: This may be taken twice more, increasing the damage by 1d8 each time.
SUCKER PUNCH [ DAMAGE ]
Prerequisite: Aggressive, Unarmed Strike 10 Ranks Benefit: The brawler must be behind and flanking their target to use this ability. As a standard action they attack their target with the normal flanking bonus. If successful, the brawler applies damage normally and rolls a 1d4. The result is the number of rounds the target is dazed. The brawler then rolls a 1d4 again to determine how many turns they must wait before they can use this ability again.
UNBALANCE OPPONENT [ DEBUFF ] Prerequisite: Bodyguard, Defense 9 Ranks
Benefit: During the brawler’s action, they designate a single target no more than one size category larger or smaller than themselves. That opponent doesn’t get to add their STR modifier to attack rolls when targeting the brawler. (If the opponent has a Strength penalty, he or she still takes that penalty.) The opponent’s Strength modifier applies to damage and other strength based rolls normally. The character can select a new opponent on any action.
WARP PUNCH [ DEBUFF ] Prerequisite: Aggressive
Benefit: The brawler must be at least 10ft away from their target and up to 100ft away to use this attack. As a full round action in aggressive stance, the brawler may instantly teleport to the target of their choice. They cannot pass through any targets in the way to the target’s location or the target itself, and may only move in a straight line. Once in range, the brawler may attack the target with an unarmed strike attack as if they are flat-footed; if you succeed they take normal damage.
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Marksman
Attacking at range with incredible accuracy, a marksman is to be feared. Marksmen are glass cannons, who can deal high amounts of damage yet have little to defend themselves with. They can specialize in a variety of weapons including pistols, rifles, slingshots, bows, cannons, and more. All of these weapons have their own strengths and weaknesses for battle. For example, a rifle might be a great weapon to use at far range but would be useless when out of ammo or if you’re caught in a close range battle. A marksman is valuable to any crew for their many supportive capabilities. They can see enemy ships and landmarks easier than others, which make them great for early warnings. In battle, they can cover their melee comrades by attacking enemies with glue, fire, or a variety of other detrimental effects via special projectiles.
A marksman may even choose to end a battle before it starts, sniping an enemy at far range before they know what hit them.
Prerequisites 14 DEX or WIS Class Features
• Starts with the following free feats:
o Weapon Proficiency: Ranged
Note: There is a strength requirement for some ranged weapons.
o Lock On
• Secondary skills: Balance, Concentration, Jump, Climb, Bluff, Hide, Listen, Sleight of Hand, Spot, Trapping, and Tumble.
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