After extensive review of the classic literature and cinema* of roller combat
, I present to you the Roller Brawler.
“*” Rollerball (1975, 2002), Solarbabies (1986), Prayer of the Rollerboys (1991), Futuresport (1998)
ROLLER BRAWLER (RBr): Brawler Archtype
Riding the popular wave of roller skating culture, a roller derby is an intense, physical team sport played in the roller rink or the slanted speed rink of marathon skating and bicycling. Brawlers are naturally adapt at the sport and incorporate the increased mobility and foot speed provided by roller skates to devastating effect. A few have been so inspired as to specializes in this form of combat, but rather than wholly relying on roller skates they also use ice skates, skis, mag-lev boots, and similar footgear.
WEAPON PROFICIENCIES: The roller brawler is proficient with all simple weapons, all weapons in the fighter close combat weapon group, plus a brawlsphere (same stats as handaxe but inflicts bludgeoning damage) and using roller skates to inflict lethal damage with unarmed strikes as a monk weapon. This replaces the usual class weapon proficiencies.
CHARGE FLEXIBILITY: The roller brawler may gain the benefit of a combat feat for charge attacks only rather than any combat feat as martial flexibility. The brawler must meet all the feat's prerequisites. She may use this ability the same number of times per day equal to 3 + 1/2 her roller brawler level (minimum 1). At first level, this training also also negates the equipment penalty from wearing skates. This ability modifies the martial flexibility ability.
MOMENTUM TRAINING (Ex): At third level the roller brawler can pick one combat maneuver she can use in place of a melee attack. She gains a +2 CMB instead of a +2 attack bonus. At levels 7, 11, 15, and 19 she can pick an additional maneuver. This ability replaces maneuver training.
At fourth level, the roller brawler can convert extra momentum generated during a charge into increased damage or CMB as +1 per 10ft traveled over 60ft. This ability replaces the Knockout ability.
A roller brawler can attempt any of these actions while skating.
Arm Whip (Ex): If successful with this combat maneuver this skater gives a +10ft boost to an adjacent skater on her next turn.
Coast (Ex): So long as you ended your previous turn with move action to move and nothing stopped you since, you may travel 10ft as a free action on residual momentum if you make a full round action at a -1 attack or check penalty.
Limboing (Ex): As a standard action, you attempt to drop as low as possible to squeeze under a low hanging object or beneath a creature at least one size category larger and then spring upright immediately afterward. This is treated as Acrobatics or an untrained DEX check to move through occupied squares as described under the acrobatics skill but at skating speeds instead. A failure results in a collision or falling prone (player’s choice).
Post Pivot (Ex): As a swift action, you grab hold of a likely anchor point (like a metal pole or teammate) in order to make turns of 90* or more while charging. This requires a successful STR or DEX check (DC 10 + 2 per 10ft charged) and a failure results in falling prone at the turning point. Only available to skaters with a pair of free hands.
Skate Backwards (Ex): As a swift action (DEX check DC 18), continue to move forward blindly while facing what is behind you.