The Brawler's Useless Proficiencies


Pathfinder First Edition General Discussion

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In the Advanced Class Guide, the Brawler recieves proficiency with all simple weapons, close fighter weapons...and the handaxe and short sword.

Yet in Brawler's Flurry, it states that only unarmed strikes, close fighter weapons and monk weapons qualify to be used during it, none of which include the handaxe and short sword.

Long story short, why even have these proficiencies in there if they don't work with the other class features at all? This was something I asked about back during the playtest and it looks like the problem still hasn't been fixed.

Grand Lodge

And how does that make them useless? I mean, the monk has proficiency with a lot of weapons they can't flurry with by default.


Jeff Merola wrote:
And how does that make them useless? I mean, the monk has proficiency with a lot of weapons they can't flurry with by default.

That's pretty dumb too. Why learn a weapon if your class features don't work with it?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Jeff Merola wrote:
And how does that make them useless? I mean, the monk has proficiency with a lot of weapons they can't flurry with by default.

Really? I thought monks were only proficient with "monk" weapons.

Would anyone PLAY a brawler with a short sword if this problem wasn't fixed? It just seems like handicapping yourself if you do at this point. Why would you deliberately ignore a core class feature like that?


For the same reason we have the warpriest class, for flavor.


Scavion wrote:
Jeff Merola wrote:
And how does that make them useless? I mean, the monk has proficiency with a lot of weapons they can't flurry with by default.
That's pretty dumb too. Why learn a weapon if your class features don't work with it?

Not seeing how simple weapons work with wizards or sorcerors. Just saying.

Not every class feature synergises with every other class feature, but may allow the player to explore different avenues of expression for their character concept.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's different with wizards and sorcerers. Their proficiencies don't INTERFERE with their class features. They're not expected to be in the thick of melee. Brawlers are, and if they use a weapon that negates their flurry ability, then they're negating their core fighting style.


Simply put, it's not about the weapon itself, but the weapon's qualities. The character might be better at punching the bejeebers out of someone, but wouldn't be as effective against an iron golem, for example. In that case, the brawler would be wise to carry around an adamantine weapon.


Oceanshieldwolf wrote:
Scavion wrote:
Jeff Merola wrote:
And how does that make them useless? I mean, the monk has proficiency with a lot of weapons they can't flurry with by default.
That's pretty dumb too. Why learn a weapon if your class features don't work with it?

Not seeing how simple weapons work with wizards or sorcerors. Just saying.

Not every class feature synergises with every other class feature, but may allow the player to explore different avenues of expression for their character concept.

Considering classes are the avenue with which to explore their concept, ignoring the iconic features of the class seems counter intuitive to choosing that class in the first place.

Grand Lodge

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Archpaladin Zousha wrote:
Jeff Merola wrote:
And how does that make them useless? I mean, the monk has proficiency with a lot of weapons they can't flurry with by default.

Really? I thought monks were only proficient with "monk" weapons.

Would anyone PLAY a brawler with a short sword if this problem wasn't fixed? It just seems like handicapping yourself if you do at this point. Why would you deliberately ignore a core class feature like that?

They're also proficient with clubs, daggers, handaxes, javelins, shortspears, short swords, slings and spears.

And there are situations where using a normally non-optimal weapon can be the best choice, such as if the party gained access to an adamantine short sword, which was the only reliable way to damage the monster they're now fighting. Having options in place doesn't mean you have to use them.


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pezlerpolychromatic wrote:
Simply put, it's not about the weapon itself, but the weapon's qualities. The character might be better at punching the bejeebers out of someone, but wouldn't be as effective against an iron golem, for example. In that case, the brawler would be wise to carry around an adamantine weapon.

Doesn't Close Weapons include knuckles? Using Adamantine knuckles to punch a golem to fragments sounds just fine to me. Kind of cool even. :P


Ninja'd Jeff for the win!


And yes Scythia, that is an excellent point. Though sometimes the brawler might not have the proper knuckles available, and has to do with whatever weapon is at hand. Perils of random treasure, I suppose.

Grand Lodge

Scythia wrote:
pezlerpolychromatic wrote:
Simply put, it's not about the weapon itself, but the weapon's qualities. The character might be better at punching the bejeebers out of someone, but wouldn't be as effective against an iron golem, for example. In that case, the brawler would be wise to carry around an adamantine weapon.
Doesn't Close Weapons include knuckles? Using Adamantine knuckles to punch a golem to fragments sounds just fine to me. Kind of cool even. :P

If you have the ability to choose ahead of time, yes, you should always get a weapon that matches your class abilities. But given that it's not uncommon for adventures to hand you a weapon you wouldn't normally use as the only reliable way of fighting something, I'd rather have a better chance of being proficient with it than no.


Jeff Merola wrote:
Scythia wrote:
pezlerpolychromatic wrote:
Simply put, it's not about the weapon itself, but the weapon's qualities. The character might be better at punching the bejeebers out of someone, but wouldn't be as effective against an iron golem, for example. In that case, the brawler would be wise to carry around an adamantine weapon.
Doesn't Close Weapons include knuckles? Using Adamantine knuckles to punch a golem to fragments sounds just fine to me. Kind of cool even. :P
If you have the ability to choose ahead of time, yes, you should always get a weapon that matches your class abilities. But given that it's not uncommon for adventures to hand you a weapon you wouldn't normally use as the only reliable way of fighting something, I'd rather have a better chance of being proficient with it than no.

If that's the case, then shouldn't Brawlers be proficient with every martial weapon then?

Grand Lodge

Ventnor wrote:
If that's the case, then shouldn't Brawlers be proficient with every martial weapon then?

Not really? I'm saying that it's rather silly to complain that you have some proficiencies extra over what you'd normally use, not that everyone should have access to all proficiencies ever.

Also, I'm not the guy who comes up with what classes get what proficiencies anyway.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I just wish I had a way to play a brawler with a short sword and shield like a Roman gladiator or something. But if short swords don't work with flurry, what's the point?


Jeff Merola kind of hit it on the head- you don't have to use them, so what does it hurt?

With the short sword, it is kind of a grandfathered in thing since just about everyone that mainly hits things gets it as a proficiency (bards, rogues, and monks get it, for example). This gets a bit iffy with the more castery types like cleric, alchemists, and druids, but the point is- brawlers are pure melee, so they get short swords.

I suspect that the hand axe is more related to the fact that it is the one proficiency monks get that you don't other than the javelin.

Admittedly, I kind of agree that battleaxes would have been more useful, since brawlers have a serious problem with slashing weapons (specifically because their proficiencies are built around mainly simple weapons, and those have a weird grandfathered balance thing that makes it so you have no simple slashing weapons that can be 2 handed). Having something you could 2 hand when facing DR/slashing would be nice. As is, you might as well just grab a knife.


Also with their picking feats whenever they can always pick to be proficient with any weapon.

RPG Superstar 2013 Top 32

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Chess Pwn wrote:
Also with their picking feats whenever they can always pick to be proficient with any weapon.

I disarmed someone and beat them to death with their own greataxe the other night. Sure, I couldn't flurry with it, but it was incredibly satisfying nevertheless.


ubiquitous wrote:
I disarmed someone and beat them to death with their own greataxe the other night. Sure, I couldn't flurry with it, but it was incredibly satisfying nevertheless.

Isn't this a famous Patrick Bateman quote?


Because sometimes the magic item that needs to be used on the baddie is a weapon that does not function with your class abilities?

Example: In one of the AP's there is a shortsword which dimensional anchors opponents several times per day.When faced with a teleport capable devil would you rather:

A)Run up to it and brawlers flurry only to have that teleporting devil teleport away and heal or...

B)Run up and dimensional anchor it with that cool shortsword

Limiting yourself to just the optimal choices is still limiting yourself.


Also, keep in mind that just holding a non-flurry weapon doesn't prohibit you from using the Flurry. It's just that none of the attacks can involve the non-applicable weapon. For instance, a Monk or Brawler could wield a Longspear so that he threatens at reach, but Flurry with Unarmed Strikes.

The Exchange

Seeing how this stuff interacts with the archtypes is even worse.

Picking up shield proficiency with the shield champion and losing Brawlers dodge AC as a result. Now you retain the class feature, it just stops working because it doesn't work with shields.

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