Advice for my Pummeling Dragon Style Brawler


Advice


Fairly simple concept. Combining the two styles to become a wrecking machine. While I'm sure it's not going to be out damaging a min/max'ed class with full sneak, I think its fun, comes together quite quickly and would like advice on any flaws.

Name: Takamora - if you get the reference 'high-five'

Race: Orc(Dayrunner trait)

Traits:
Adopted(Latent Psion) - To shore up will saves a bit
Vengeful - Because damage

Str>Dex>Con>Brain stuff - Depending on points and the likelyhood of it coming back to bite you, dump mental stats completely to get more points for the physical ones.

Classes: Monk(MoMS & Iron Mountain) 2/ Brawler(Snakebite Striker) 18

Level

1 - Power Attack
Bonus: Pummeling Style - Monk bonus feats bypassing the BAB requirment
Fixed: Stunning Fist

2 - Bonus: Pummeling Charge
- Fixed: Toughness

Brawler
3 - Dragon Style

4 - Bonus: Combat Expertise
- Attribute: Dex

5 - Dragon Ferocity

7 - Combat Style Master - Keeping your winning style combo on from round 1
- Bonus: Two-weapon Feint

8 - Attribute: Dex

9 - Acrobatic

10 - Bonus: Slayer's Feint

11 - Improved Two-Weapon Feint

12 - Attribute: Dex

13 - Weapon Focus(UaS)
- Bonus: Combat Reflexes - To make use of the next feat

15 - Counterpunch

16 - Bonus: Improved Feint
- Attribute: Con

17 - Elemental Fist(Fire) - This is where i just start filling gaps

19 - Ironhide
- Bonus: Grudge Fighter

20 - Attribute: Con

So the main focus is the damage output gained from dealing 1x1/2 Str + a little SA on all attacks which is then applied all at once by pummeling style, plus pounce.
A secondary focus on feinting to get more use out of the SA and other features the SS archetype gives, but maybe it's not worth it in the long run.
Ability points could be lumped into Str for more damage but there is some fluff inspiration for this and Counterpunch (requires dex 18) was mandatory for that, for more min/max'ing it could be stripped out for something else and more Str being piled on.


Just bumping this to maybe get some thoughts. Especially as wether swapping Monk for Unchained Monk (assume GM allows for the simple modifications to get the archetypes to work) would be worth the hit to the all ready poor Will saves.


I'd honestly go Unchained Monk with Dragon Style and forget Pummeling. Flying Kick does what you need.


Pummeling Style does more than just allow me to move and attack on a turn. Tho even on that score PStyle is better than flying kick. I don't want to go unchained for more than those two levels because I like both the thematics of the character and mechanics this style combo has with the brawler's abilities.
But in regard to taking those two level you do get a lot for going unchained and if I want to use it in a game where the GM isn't comfortable allowing it's compatability with the archetypes I've used then I'll consider it. But my local guy is ok with it so for now assume I'm using unchained for those two levels.


So came back to this build because I ran across the errata to MoMS. Changing the feat order was simple though it pushes Pummeling Charge back a ways. However because of that I got looking at it and wondered about whether it would be worth working Sap Adept,Master and Knockout Artist into the build. Which in turn got me wondering whether to keep with feinting or go the Enforcer & Shattered Defenses for flat-footing targets.

So the choices for feat bundles are:

Acrobatic
Slayer's Feint
Improved Feint
Greater Feint
Two-weapon Feint
No need for Imp. Tw Feint as Greater Feint does the same but better. There are two pre.req feats I don't mention above as I'm taking them already anyway.

Or

Intimidating Prowess
Enforcer
Dazzaling Display
Shatter Defenses

So the later uses fewer feats but not using feint means one of the builds class features is waisted. Now could add in Visceral Threat to help but it would really need Improved Feint too make the most of it.

Action economy:
Acrobatic Feint - move action(including as part of a charge I think which is important for Pummeling charge) or subbing the first TWF attack in a round, lasts for two rounds.

Intimidate - any attack or using a full for DD, lasts as long as their shaken.

Intimidate has the best and worst action options.

Also as levels increase which check is more likely to succeed, assuming max ranks in both, is important:
Acrobatics = +dex+4(acrobatic feat) vs 10+sense motive mod or 10+BAB+wis
Intimidate = +Str-Cha(race is Orc) vs 10+HD+Wis

Advice is very welcome but I appreciate this is an old thread.

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