Brawler

The Brawler is not as skilled as the Defender, but has more sense than the Berserker, or those who would consider themselves relentless. They fight with no ki, and battle using pure grit, Determination, and a sharp wit to keep their enemies interested in them.

Taunt (level 11): You call out with a taunt on an enemy you can see as a standard action, making a instinct vs Resolve attack. On success, the enemy must use their next turn to move and engage you in combat. This ability can not affect the same enemy twice in the same encounter.

Grit (Level 15): twice per encounter, the Brawler may spend a point of grit, allowing him to immediately add a +3 bonus to one of his attacks, end an ongoing condition including ongoing damage, or allow his next attack to target a different  defense. The Brawler begins each day with three points of grit, these only regenerate after a full 8 hours of rest.

Determination (Level 19): Once per day, when the brawler uses his second wind, if he was at 40% HP or lower, he enters a state of high determination. His PUB is activated as a re-action, and he gains a further +2 morale bonus to attack rolls. After 3 rounds the effects end and the brawler is fatigued until he can get AT LEAST 4 hours of rest.

Level 11 At-will powers

Left Straight

An honest mans punch. So honest, in fact, it surprises some people when it's used.

At-will ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 2[p] +strength damage and the targets reflex defense falls by 1 until the beginning of their turn.

Right Hook

A hard hook to the jaw can cause an opponent to lose his footing.

At-will ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs Repulse

Hit: 2[p] + strength damage, and the target takes a -1 penalty to attack rolls until the end of his next turn

Level 11 Encounter powers

Gazelle punch

A punch with the force of a leap behind it.

Encounter ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature within 3 squares.

SPECIAL: Move toward the opponent before rolling the attack. This movement doesn't provoke. For each square you cross, you gain a +1 to hit and deal an additional 2 damage.

Attack: speed vs Reaction-2

Hit: 3[p] + strength damage.

Miss: No damage, but you gain combat advantage over the enemy until the end of the round.

Drop Kick

A flying kick that, while telegraphed, hits like a truck.

Encounter ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs Repulse

Hit: 5[p] +strength damage. If your strength is higher than your opponents body, they are weakened (save ends)

Level 14 Encounter Powers

Rabbit Punch

A well timed counter punch

Encounter ✦ Martial, Unarmed

Immediate Re-action    Melee

Trigger: An enemy hits you with a melee attack

Effect: You suffer only half damage and counter attack with a Tenacity vs resolve attack

Attack: Tenacity vs Resolve

Hit: 2[p] +strength damage.

Bolo punch

You rotate your arm in place, building up speed and momentum for a devastating blow

Encounter ✦ Martial, Unarmed

Minor Action    Melee

Effect: Your next melee attack deals an additional damage dice, and double your strength damage.

Elbow Turn

A spinning maneuver that counters and opens an enemy up to attack

Encounter ✦ Martial, Unarmed

Immediate Re-action    Melee

Trigger: An enemy declares a melee attack on you

Effect: you counter with your elbow and turn, suffering no damage from the attack and sliding them into a square of your choice adjacent to you. You gain advantage over the enemy.

Level 16 Daily powers

Superman punch

The Superman punch is a time honored technique used to renovate faces.

Daily ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs repulse

Hit: 5 [p] damage. If your strength is higher than your opponents body, they are knocked prone, and dazed(save ends)

Miss: Half damage and the opponent falls prone.

Full power Super kick

You power up, turn, and kick your opponent with your off leg.

Daily ✦ Martial, Unarmed,

Standard Action    Melee

Target: One creature

Attack: Strength+pub vs Reaction

Hit: 4[p] + PUB + strength damage, and the opponent is weakened and stunned (save ends)

Miss: Half damage, and the opponent is knocked back strength+pub squares

Level 30 Ultimate power

Missile Drop kick

You rocket across the distance at your foe!

Daily ✦ Martial, Unarmed

Fullround Action    Ultimate Melee

Target: One creature

SPECIAL: Before rolling the attack, you may move up to double your normal move speed towards the target. For every square you cross, you deal an additional damage.

Attack: Speed vs Reaction-2

Hit: 7 [p] + strength damage, and the opponent Falls prone and is stunned for [2+tier] rounds.

Miss: Half damage, and your chosen daily power is recharged.