Brawler for skulls and Shackles


Skull & Shackles

Grand Lodge

So I need to make a Brawler for one of my players. He needs to be human or half orc and I sold the player on an unarmed\manoeuvre master. I thought a big burly guy tossing guys off ships sounded fun so did he. My problem is my players mock my builds can anyone give me some advice? This build should be good for this AP right?


This AP is ideal for a brawler with witty bad intentions.

Many humanoid enemies to grapple. Repositioning in dangerous squares isnt allowed I think, neither with bull rushes, but a swift houserule changes that. Even the AP itself skips over it, a mayor NPC bullrushing people off the ship in the first book.

I'd suggest having a look at Grappling Style in the style feats and really really hammering down grapple rules because they are finicky.

Dark Archive

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Here's one I've been toying around with for a while now.

Kragor Bloodskull
Half-orc brawler 1 (Pathfinder RPG Advanced Class Guide 23)
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1
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Offense
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Speed 30 ft.
Melee brass knuckles +4 (1d3+4) or
. . unarmed strike +4 (1d6+3) or
. . bite +4 (1d4+4)
Special Attacks martial flexibility 4/day
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Improved Unarmed Strike, Power Attack
Traits dockside brawler, reactionary
Skills Climb +7, Intimidate +6, Perception +5, Profession (sailor) +5, Swim +7; Racial Modifiers +2 Intimidate
Languages Common, Orc, Polyglot
SQ brawler's cunning, martial training, orc blood
Other Gear brass knuckles, 150 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Junglekin Rainkin are valued as guardians and property alike, and face a heavy burden of responsibility.

Jungle half-orcs have darker skin than their northern compatriots and often sport wavy black hair. More striking than their appearance, however,
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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Grand Lodge

Errant Mercenary wrote:

This AP is ideal for a brawler with witty bad intentions.

Many humanoid enemies to grapple. Repositioning in dangerous squares isnt allowed I think, neither with bull rushes, but a swift houserule changes that. Even the AP itself skips over it, a mayor NPC bullrushing people off the ship in the first book.

I'd suggest having a look at Grappling Style in the style feats and really really hammering down grapple rules because they are finicky.

You know I think I've heard that before I guess Ive always ignored it, as it doesn't come up often. So Pathfinder doesn't have a way to push some one over a cliff? If were in a cage with spikes I cant drive my opponent into the spiks?

Any thoughts on why to rule is this way? Thanks


To quote the relevant rules, in Combat, Reposition maneuver states:

"You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire."

As to why, I guess it's to limit casting True Strike then throwing the bad guy into said lava, making the encounter a, well, non encounter.
It's silly. If the GM puts the bad fella in a bridge and fire to each side, it's obvious he's prepared energy resistances and levitate at least.

Since you're playing S&S I imagine it's a house game. I strongly suggest not using that rule.

Note: Bullrush does not mention anything about dangerous squares.

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