Request: brawler archetype "Stormwind Spear". a spear master.


Homebrew and House Rules

Grand Lodge

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Inspired by: the "game of thrones" character Prince Oberyn Martell, the Red Viper and this image of an amazon acrobat wielding a spear like a quarterstaff (monk/double). I can show you all the amazon image in a later post.
Oberyn http://i.imgur.com/N5v3FOK.gif

Lessons: Speed beats size. Speed does not beat strength. Wit is the ultimate weapon. Speed armed with wit conquers all, only as long as both endure. if you are with your troubles, more trouble for you...

The goal: Reward a "Quick", "Thinking", and "Passionate" type of brawler.

This Archetype losses:
1st level- Brawler cunning: You must have intelligence to have a quick wit, and must meet all feat prerequisites normally.
3rd level- Maneuver training: No Combat maneuver bonuses or Combat maneuver defense bonuses. These bonuses are shifted to the acrobatics skill in various ways.
4th level- No bonus AC.
4th level- Knockout: not available.

Based on what is key to the brawler class, these are fairly severe losses and merit significant replacement.

The archetype gains:
1st level +"lightning bolt" the spear master may use a spear as a quarterstaff, i.e. monk weapon-double weapon. While wielding the spear in this fashion both ends can benefit from weapon finesse, deal 1d6 damage and the spear head inflicts slashing damage. The spear can be used with brawler's furry and benefits from close weapon mastery. This ability does *NOT* affect long spears, pole arms or reach weapons.

3rd level +"whirlwind"- When using the acrobatics skill to move and carrying no more than a light load, the spear master does not become flatfooted, nor lose dexterity bonuses to Armor class.

4th level +"graceful storm"- when using acrobatics to avoid attacks of opportunity whether successful or not, the spear master does provoke the attacks of opportunity. On a success, use whichever is higher the acrobatics result or spear master's Armor class + charisma modifier.

5th level +"Driving Wind"- add your strength bonus to your acrobatics skill checks. Any movement provided by feats can be declared to be acrobatic movement.

7th level +"lightning strike"- Anytime you succesfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may add your charisma bonus to damage for any attack using weapon finesse, against that foe.

9th level +"lightning strikes"- anytime you successfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may expend one attack of opportunity against that opponent.

Story: A young cabin boy barely survived a shipwreck; Washed up on the shore the lad was adopted by an elderly monk. One day, the monk sent the boy into the village to shop for a few things that were needed.

The boy returned beaten and with nothing. The monk said, "Calm yourself. You can hardly keep still and your emotions are like the churning of storm wind. Tell me, what happened?" Before the boy could enter the market square he was accosted by two burly youths; One who raged and fought wildly like fire, the other who calmly awaited any opening to strike with a club like crashing waves.
The boy cried; not over the fact that he had been beaten, not that he had been stolen from, not that he had failed the monk, but out of his frustration at his own impotent rage and weakness.

The elderly monk decided to train the boy to fight, but not with the strength of his hands. The monk asked the boy to sit so that he could tend to his wounds. The monk began to tell the boy a tale of the elemental lords.

"the wind was mocked by water, whose waves stole from him. The wind was mocked by fire who reached up into the sky and belched smoke. These two delighted in tormenting wind and so increased their attacks on wind causing great mayhem.

The wind despaired until he came to the earth for council. The earth reminded wind of his own pranks; toppling stones, scattering dust. The earth said, But I do not despair for all earth returns to me. Earth urged wind to use the powers the sky always had not to battle, but to outwit his enemies. We each give something of ourselves to the other, use those things that they leave you against them.

The wind was filled with Enlightenment, and began to gather the sparks cast away by fire. in time the wind cast these sparks as lightning into the sea. Water was wounded and she was enraged. Fire plead innocence but water did not trust fire any longer. Wind counseled the water that fire was also fluid and planned to usurp water's place in all creation. So water gave to the sky and the first rains came down on fire. Fire was dying and begged earth for aid. Earth offered only to shelter fire deep within himself."

The old monk ended his story, " I will teach you to fight like the wind. You will trick your foes, using your wit as a weapon. You will quickly strike your foes like lightning and they will not catch you. for no man can catch the wind."

Grand Lodge

I guess you could say this is using the fighter and monk classes as parents for a sort of swashbuckling brawler?

Grand Lodge

addition to level 3 "whirlwind" you may apply your charisma modifier when determining additional attacks of opportunity with combat reflexes.

Paizo Employee Developer

A brawler that focuses on using a spear is an interesting idea, albeit a little off-message for a class that focuses a lot on unarmed strikes and "close" attacks. We've certainly done archetypes that twist a base class in unexpected directions, so this is a point of curiosity more than a concern.

One critique based on my quick read is that you're taking away the brawler's cunning class feature, telling the player that they need to have a high Intelligence, and then basing most of the replacement class features on Charisma. What purpose does Intelligence serve for this archetype?

For the 3rd-level ability, I would clarify that one doesn't become flat-footed as a result of using Acrobatics, otherwise it can sound like you're perpetually unsurprisable.

I don't understand what the 4th- and 9th-level abilities are accomplishing. As written, both seem to be hurting the PC, not helping her.

I like the concept of a smart warrior character using a spear—especially one who can do a bit of pole-vaulting—but I don't feel that your design and rules language necessarily match your advertised vision for the archetype. I recommend revisiting the use of Intelligence (assuming a smart warrior is what you're looking for) and going from there.


John Compton wrote:
A brawler that focuses on using a spear is an interesting idea, albeit a little off-message for a class that focuses a lot on unarmed strikes and "close" attacks.

I know most of my brawlers have a reach weapon. Unarmed strikes for main attacks and the reach weapon for AoO. If I was making a spear brawler, I'd buff the spear's use in AoO and maybe allow the butt of the spear to be used as a close weapon with the same enchants as the spear.

For a non-reach spear... I don't know. I don't see the appeal of a spear over a close weapon/unarmed attacks and you're giving up reach attacks. It's interesting but not a concept I think I'd play.


I'm confused why a brawler archetype is in the ultimate intrigue playtest side?
Wouldn't you gain more help developing it in the homebrew section?

I didn't see anything indicating it was a hope for a vigilante archetype.
=======

Spear users are pretty awesome... but if your using the reach spear and not throwing spear, would want to maybe give them the ability to use it up close somehow. Like Graystone said.

it'd be cool to have a well made archetype for it otherwise I usually end up making a weird one out of that one fighter archetype that letsy ou one hand it. swashbuckler and then Shield champ brawler. giving him attacks at all sorts of ranges all dex based. but not doing shield champion basically made that guy from Hellboy 2.

Grand Lodge

John Compton wrote:

I don't understand what the 4th- and 9th-level abilities are accomplishing. As written, both seem to be hurting the PC, not helping her.

I like the concept of a smart warrior character using a spear—especially one who can do a bit of pole-vaulting—but I don't feel that your design and rules language necessarily match your advertised vision for the archetype. I recommend revisiting the use of Intelligence (assuming a smart warrior is what you're looking for) and going from there.

As to the loss of brawler's cunning. you have to pay for new archetype features through something of an equivalent exchange. Brawler's cunning is a level 1, and I felt it was roughly equal to the modified spear use. Yes, you will need a 13 int to meet the prerequisites of some feats and the charisma bonuses are implying the focus on: Mockery, trickery, cunning, so that you can "outwit your foes and strike like lightning" in some sense.

number 4, is tricking your enemies into "Wasting" their attacks of opportunity as you pass. it can hurt, if you are easy to hit/have a poor acrobatics skill check. it makes this a gamble, not automatic.
in terms of party contribution, the spear-master is depriving foes of their opportunity attacks while seeking tactical positioning (say to flank). it may help your party a tad, so long as the foe does not have combat reflexes...

number 9, for example; if you use bluff via a combat feat to feint, the target(s) you deceived aren't simply easier to hit this turn.
** Level 7 -your charisma as bonus damage is "kind of expressing" a certain vengeful vendetta.
**** while at level 9 - the ability to use your attack of opportunity against those you have Feat(bluffed/intimidated/performed) against, is intended to allow the spear-master to take extra advantage against nearby enemies. in essence, you don't just trick them - you have left them wide open for an attack if you choose to...

A kind of "Extra-attack IF" without being Overpowered; i.e. you must spend from your attacks of opportunity.

Grand Lodge

Zwordsman wrote:

I'm confused why a brawler archetype is in the ultimate intrigue playtest side?

Spear users are pretty awesome... but if your using the reach spear and not throwing spear, would want to maybe give them the ability to use it up close somehow. Like Graystone said.

1. because I would like them to consider adding something like this idea as it isn't a part of the game... yet.

2. I was thinking about giving this archetype the use of reach weapons at half haft, but the potential of using the reach wasn't a part of this concept. I didn't want to go into "Over-powered territory" while trying to balance the exchanges this archetype makes.

it may be reasonable to use a weapon that is exactly 10 foot long at half haft, and striking with both ends quickly with exacting form for maneuvers (hence weapon finesse)...

then switching to using the weapon as it is intended (reach) should not benefit from the archetype's "close and personal" features or the theme of a Witty-quick attention-ho with a vendetta driving him or her to fight.

As to the ultimate intrigue - I thought prince Oberyn martell was quite the slick/dubious character who brought more to the fight than muscle...

Grand Lodge

REQUEST - Add this weapon to the game.
http://cdn.obsidianportal.com/assets/219145/arm_blades.jpg
It is called an Arm blade, but it might have another name.
in terms of fighting, this would be a hard circular style of martial art. your strikes would be swung as you turn and move past a foe. while this weapon can be thrust forward, that is not the best way to wield this weapon.

I can see these having statistics of the scimitar only that they are light weapons for the purpose of two weapon fighting, and weapon finesse. I can also imagine a fighting style feat chain based on two weapon defense with these and the various "Dervish" archetypes (Akin to Aldori dueling sword feats).

Also, It may be possible to make a "Dervish" archetype for the brawler class, which utilizes these weapons and/or two star knives in melee.

Scarab Sages

While this is a request to add something new to the game, it really has no place in the Vigilante Playtest. This forum is to discuss and provide feedback on the vigilante, not submit new archetypes and weapons that are not related to the vigilante.

Flagged to be moved to a more appropriate forum.

Grand Lodge

Imbicatus wrote:
While this is a request to add something new to the game, it really has no place in the Vigilante Playtest. This forum is to discuss and provide feedback on the vigilante, not submit new archetypes and weapons that are not related to the vigilante.

Sigh,

This archetype is an intrigue archetype of sorts. Revision.

"all around you is corruption, you have watched it grow worse over these last few years. Poor, ruined, outcast; all around you are the victims and you believed yourself powerless to help them.
Sadly, you now know the sting of betrayal. You have had everything stolen from you. When asking for help corrupt watchmen laughed as they took turns beating you. you were left for dead. No one came to your rescue. No one gave you aid. Yet somehow, you survived.
You have learned the hard way; Justice freely gives the truth, and Cruelty demands secrets to be kept, by villains and victims. This Conspiracy, is the only way injustice can exist. All of the Secrets and lies have profited a few, while destroying all the good you can remember. You will not be an unwitting part of their conspiracy any longer. it is time to show them what their actions have wrought.

You must deceive them. You must outwit your foes. You must use their greatest weapon against them. The end will someday justify the means. The grief you felt, the pain and all of the despair that you feel, echoes in all the faces of the innocent.

No More. you are grimly determined to commit the unthinkable. To Strike back as a blur of motion with barbed words and your spear.

You Will Have VENGEANCE!"

The spiteful spear Archetype losses:
Escape artist and handle animal are no longer class skills for you.
1st level- Brawler cunning: You must have intelligence to have a quick wit, and must meet all feat prerequisites normally.
3rd level- Maneuver training: No Combat maneuver bonuses or Combat maneuver defense bonuses. These bonuses are shifted to the acrobatics skill in various ways.
4th level- No bonus AC.
4th level- Knockout: not available.

The Spiteful Spear archetype gains:
Bluff and stealth become class skills.
1st level +"spiteful spear" the spear master may use a spear (or other polearm you are proficient with) as a quarterstaff, (monk weapon-double weapon). While wielding the spear in this "Half-Haft" fashion; both ends benefit from weapon finesse, deal 1d6 damage and the spear head inflicts slashing damage. The spear can be used with brawler's furry and benefits from close weapon mastery.
*This ability does not provide any additional weapon proficiencies to the brawler class. the abilities of this archetype only apply when wielding a spear (or similar weapon less than 8 feet long) in the Half-haft style. You gain no archetype benefits when using other features of polearms; such as brace or reach.

3rd level +"Tip the scales"- When carrying no more than a light load, the Spiteful spear doesn't become flat-footed nor lose dexterity bonuses to Armor class as a result of using Acrobatics.

4th level "Deceitful Stride"- when successfully using acrobatics to avoid attacks of opportunity, foes are provoked to waste one attack of opportunity on the spiteful spear as the brawler passes.

4th level "Seeking justice" the Spiteful spear adds the intelligence modifier to the number of attack of opportunity they can make; this ability stacks with combat reflexes.

5th level "Driven deed"- you are compelled to overcome obstacles while on your mission of vengeance. Add your strength bonus to your acrobatics skill checks. Any movement provided by feats can be declared to be acrobatic movement.

7th level +"Sullied words"- the grim task of seeking revenge leads you to use deception, as the end justifies the means. Anytime you successfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may add your charisma bonus to damage for your next attack against that foe.

9th level +"Condemnation"- anytime you successfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may expend one attack of opportunity against that opponent.

Grand Lodge

Brawler archetype "Raven-blade"

"I wish there were more monsters; more giants, more trolls, ogres, goblins, all that kind of ilk. I long for the days when you could look at a monster and know instantly, that is a monster.

Now-a-days, The worst monsters are the ones who don't have the common courtesy to look like monsters. The ones who look like people. The ones who pretend to be innocent. The ones who gleefully abuse others with their authority while feeling protected. The ones who cry fake tears over a fire that brought down the orphanage; who then built a monument of themselves on the very ashes that day.

They feel safe. Protected by their reputation, station, celebrity, power, wealth...
I was a monster hunter. Now I will hunt these cowardly monsters until I am dead or they are all gone.

Why? Because I want you to someday wish that there were monsters too."

Raven blade brawlers lose access to monk weapons and their class levels do not count as a monk for any prerequisite. Raven blades have traded tranquility for ferocity.

Raven blade brawlers do not gain bonuses to CMB/CMD.
Raven blade brawlers do not gain knock out.
The bonus feats are a fixed list. if you earn a feat that you already have you gain the next feat on the list.

Level 1. Gain Exotic weapon proficiency "Arm Blade".
Raven blade brawlers treat arm blades as Light, one handed weapons of the close weapon group.

Raven blade bonus feats list: The bonus feats are a fixed list. if you earn a feat that you already have you gain the next feat on the list. once you have purchased all of these feats, additional bonus feats are purchased from the selection normally available to brawlers.

1. Dodge
2. mobility
3. spring attack
4. combat expertise
5. whirlwind attack

Level 2. Reversed Grip Fighting: Arm blades are not held out before you like other weapons. Arm blades extend from the grip in your hand backward braced against your forearm. This reversed grip requires a different stance and turning backwards to either side, as you swing your arms to strike.
*Raven blade brawlers also gain the benefits of Two weapon defense when using brawler's furry.

Level 3. Close weapon mastery: All of your close weapons can match your unarmed combat damage die if their normal damage die is smaller. For example; a dagger normal deals 1d4, but in the hands of a raven blade the dagger deals 1d6 damage.

Level 4. Doom bringer: The casual observer may mistake these movements as a kind of dance. Those who face a Raven Blade in battle know fear; it is as if some harbinger of death, a carrion bird has descended on you with razor sharp steel wings.
*Once per encounter, when you use a feat to move more than 10 feet to be adjacent to enemies you may intimidate adjacent enemies as a swift action. For feats that utilize displays or performances, the performance counts as a free action taken during the move.

Level 5. Acrobatic flurry: any feat related movement can count as acrobatic movement, enabling the Raven Blade to use acrobatics to potentially avoid any attack of opportunity. once per day, the raven blade may make a full attack action after moving more than 10 feet to be adjacent to any enemy. Every 5 levels afterward (10th, 15th, 20th) you gain an additional use of this ability.

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