Brawler Build Challenge!!!! Let's see those master builders out there!


Pathfinder First Edition General Discussion


OK, Here are the rules...

Only allowable race is Human

Pathfinder standard 10 Point stat buy system

ONLY BUILD TO LEVEL 3

500gp worth of equipment can be "purchased" to supplement build but NO MAGIC ITEMS ARE AUTHORIZED!!!

And GO!

GOOD LUCK!


I don't see a class restriction...

Traits are Ancestral Weapon and Rich Parents
First Level is Masked Maiden Vigilante
Second and Third are Wild Child Brawler.

Stats: 10 pt buy
str 16 (+2)
dex 12
con 14
int 7
wis 11
cha 7

Feats:
1. Weapon Focus (Close Greatsword)
1. Power Attack (New attk/dmg is +7/+7 for 2d6+6, even better when not flurrying eg moving)
3. Variant Multiclass: Barbarian

Equipment:
MW Cold Iron greatsword -0 gp (add Versatile design -500gp)
Battered Gray Maiden Plate -0 gp
300 gp worth of stuff.

The Build:
The first level of Masked Maiden gives our heroine free full plate. Ancestral Weapon will give her a Masterwork Greatsword which she will upgrade with Versatile Design adding it to the Close Weapon Group. That makes her weapon an exotic but she's proficient with all close weapons. At third she can flurry her Greatsword at +7/+7 for 2d6+4 before feats. With feats she's doing +7/+7 for 2d6+6 or +9 for 2d6+9 if she has to move or can't hit flurrying. She can also rage for a few rounds. Her companion is a Warcat and I have to go but I'll be back.


Throwing Brawler:
12
16 (14+2)
14
10
12
7

Racial Traits:
Bonus Feat
Dimdweller or Heart of the Fey

Feats/Class Abilities:
1. Quick Draw, Equipment trick: Scabbard (Hurl Scabbard), Martial Flexibility
2. Fortified Armor Training (B), Brawler's Flurry
3. Possessed Hand (or Point Blank Shot)

Traits:
Surprise Weapon (+2 to Attack with improvised weapons)
Sound of Mind

****

Combat Scabbard wrote:
For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.

Brawlers are proficient with all close weapons. Ergo, brawlers are proficient with scabbards for light blades.

Martial Flexibility is used to take the Favored Adversary feat for +2 A/D.

****

Attack/Damage per level:
One: +8/+8 (1d6+3)
Two: +9/+7/+7 (1d6+3), or +9/+9 and move
Three: +11/+9/+9 (1d6+4), or +11/+11 and move

****

If Multiclassing was allowed, then switch out the 3rd Brawler for one level in Bloodrager, and Fortified Armor Training for Shield Wall.
The tiny-sized bloodline familiar will then share my space and ready an action to protect me with a Tower Shield.


So, I'm going to assume combat-only, because 10 point buy means we only get one thing. I also frontload for level 3, consider retraining if you survive and level up.

16/14/14/7/13/7

I choose to take the Constructed Pugilist archetype since Martial flexibility isn't great at 3rd, some of the abilities seem useful, and it gives us the option of masterwork.

I'm worried about defence from the lack of magic, so I build for it proactively: the reach modification and one of our 4 feats on Combat Reflexes. We still threaten in melee with our other unarmed strikes. Normally I would go towards trip on a reach build, but we can't trip with our automail until level 6. Instead I choose grapple as our manoeuvre training for the CMD because monsters with Grab are a thing. I'd fill out the remaining slots with Toughness, Weapon Focus (constructed arm), and Iron Will as fairly standard feats. I don't take power attack yet because we have neither an inbuilt accuracy boost nor the extra damage from two-handing.

We first spend 300 gold to masterwork our arm. We take leather lamellar to save 140 gold over a chain shirt, and we still fit within the +3 max dex We have shield proficiency, We spend 26 gp on two daggers that will serve as our backup ranged, silver, cold iron, and slashing options. We do have shield proficiency, so we drop another 7 gold on a heavy wooden shield to bring our AC to 18. 10gp is the acid for the first swarm you run into (consider saving it for Dimunitive swarms. Tiny swarms take full damage from bludgeoning attacks like our fist). I would seriously consider getting a healer's kit for 50 and investing one of your 3 skill ranks per level in Heal if magic is completely unavailable. We have 47 gp left for miscellaneous other gear. Another skill investment should be perception, because it's likewise important. I'd finish with one rank each in climb, swim, and acrobatics since a token investment is useful for them

statblock:

?? Medium Humanoid (Human)
Init +2 Senses Perception +7

HP 31 (3d6+9)
AC 18 touch 12 flat-footed 16 (+2 dex, +2 shield, +4 armour)
Fort +5 Ref +5 Will +4

Speed 30'
Melee Construct Arm +8(1d6+3) or flurry of blows +6/+6 (1d6+3)
Ranged cold iron dagger +5(1d4+3)

Special attacks can toggle reach of construct arm as standard action.

Str 16 Dex 14 Con 14 Int 7 Wis 13 Cha 7
BAB +3 CMB +6 (+7 grapple) CMD 18
Feats: Iron Will, Toughness, Combat Reflexes, Weapon Focus (construct arm)
Skills Acrobatics +6, Climb +7, Heal +4, Perception +7, Swim +7

Gear: Heavy Steel Shield, leather lammelar armour, healer's kit, cold iron dagger, alchemical silver dagger, acid, 47 gp of misc gear

Edit: I like how I was ninjad'd twice, and it's still piles of niche splatbook content. This is why I love PF.


Thunderlord wrote:

-Snip-

Ancestral Weapon will give her a Masterwork Greatsword which she will upgrade with Versatile Design adding it to the Close Weapon Group. That makes her weapon an exotic but she's proficient with all close weapons.

-Snip-

Ancestral Weapon has a max cost of 500gp, so you can't afford a weapon with a modification, maybe use signature moves to get it instead.

Also, Idk if you can use the fact that it can now act as a close weapon to avoid spending a proficiency on it or not, it sure is nice if you can.

Otherwise it looks very much like another build I did. :)


OK. These are looking good! You guys do a great job of thinking outside of the box, Free Plate and a MW weapon, constructed arms and thrown scabbards! I love it! Let me throw a curve ball at you then. You asked for class restrictions so how about this.

All of the same rules as above still apply plus:

Multi-classing is allowed as well as any legal Archtype

You can have two traits but only one per type (i.e. 1 combat and 1 campaign, etc...)

NO SPELLCASTING CLASSES OR SPELL LIKE ABILITIES allowed! Let the brawlers fight like Spartans!

MUST BE PF LEGAL!

and... GO!


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Thaumophobia? Who in the worlds of Pathfinder thinks that no magic is a good thing?

Bah and Humbug.


lol I agree, but that is what makes this a challenge!


baggageboy wrote:


Ancestral Weapon has a max cost of 500gp, so you can't afford a weapon with a modification, maybe use signature moves to get it instead.

Also, Idk if you can use the fact that it can now act as a close weapon to avoid spending a proficiency on it or not, it sure is nice if you can.

Otherwise it looks very much like another build I did. :)

I like to say that I added the mod after the trait. I'll take Signature Moves instead of Rich Parents and just have two Greatswords because why not? That leaves me with the full 500 gp and an extra greatword (not flurryable).

As for PF Legal, I assume that means PFS legal which would mean no VMC or Versatile Design which disqualifies me. I could update my build but I think I'll just sit this one out and see what everyone else busts out.


PFS legal Brawler Throwing Build:
Brawler 2 / Bloodrager 1
Str 12 Dex 16 Con 14 Int 10 Wis 12 Cha 7

Racial Traits:
Bonus Feat
Heart of the Fey (Low-light vision and +1 to Will/Reflex saves)

Traits:
Surprise Weapon (+2 to Attack with improvised weapons)
Sound of Mind (+2 to Will saves vs Mind-Affecting effects)

Feats/Class Abilities:
1. Quick Draw, Equipment trick: Heavy Scabbard (Hurl Scabbard) / Martial Flexibility
2. Shield Wall (B) / Brawler's Flurry
3. Point Blank Shot / Bloodline Familiar, Bloodrage, Fast Movement (+10)

Skills (ranks):
Acrobatics (3), Craft: Weapons (1), Perception (3)
5 ranks left.

****

Combat Scabbard wrote:
For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.

Brawlers are proficient with all close weapons. Ergo, brawlers are proficient with scabbards for light blades, and can flurry with them.

Martial Flexibility is used to take the Favored Dedicated Adversary feat for +2 A/D.

****

Familiar:

Valet archetype Compsognathus, +4 to Initiative, Scent, and capable of grasping items.

****

Shield Wall, light armor and a heavy shield should place my AC at 21. It's possible to take the Total Defense action for 27 AC, and still attack with a swift action to really turtle up.

I'm not too sure where PFS stands on familiars using shields, so that's something uncertain. If it's allowed, then the Familiar can provide total cover to its master with the Shield Wall feat.
This would shut down ranged martial opponents, but wouldn't last long against a martial enemy sundering the shield (as it would only have 5 HP).


A man with ferrety features slips past the the guards at the entrance. Away from the eyes of the crowd he pulls out a flask and sips the glowing liquid with a sigh. "What? Just a supernatural ability, not one of yer spells or spell-likes. Quit bothering me!"

Brawler 1 / grenadier alchemist 2

Str 10, Dex 16 + 2race = 18, Con 12, Int 14, Wis 8, Cha 7
w/mutagen: Dex 22, Wis 6

Feats: Improved unarmed strike (B), throw anything (B), extra bombs (PFS; B), dodge, weapon focus (bombs), close quarters thrower.

Discoveries: Tanglefoot bomb, precise bombs (B)

Extracts: Reduce person, bomber's eye, expeditious retreat

Likely flexed feats: point blank shot or mobility, or weapon finesse once his bombs run out.

Gear: a bunch of flasks of acid and some tanglefoot bags (for use when bombs run out or infused into weapons), leather armor, masterwork buckler, 2 daggers, 2 javelins.


Half-Orc
Brawler (Snakebite Striker) 1, Fighter 1, Rogue 1 (Thug)
Str 18 Dex 14 Con 12 Int 10 Wis 7 Cha 7
Fort 7 Reflex 8 Will 0

Racial Traits:
Sacred Tattoo
Intimidating
Weapon Familiarity
Darkvision

Traits:
Dominator
Fate's Favored

Feats:
Additional traits: Blade of Mercy, Bruising Intellect
Power Attack
Enforcer

Class Abilities:
Fighter Proficiencies
Frightening
Sneak Attack 2d6
Marial Training
Brawlers Cunning

Attacks:
MW Fachion (Power Attack, Nonleathal): +6 to hit, 2d4+10 Damage, On hit attempt intimidate as free action, if successful target is shaken for damage dealt plus 1 round. On a critical hit if the intimidate check is successful target is frightened for 1 round plugs is shaken for the normal number of rounds. In addition, sacrifice 4 rounds of shaken for 1 round of frightend per 4 rounds sacrificed.

Intimidate: 10 for demoalize in combat

Also mix in the 2d6 of sneak attack as able for fun :D

Armor: 4 mirror for AC of 18

Edit: Adusted a could of items due to PFS comapatability.


baggageboy wrote:

Half-Orc

Brawler (Snakebite Striker) 1, Fighter 1, Rogue 1 (Thug)
Str 18 Dex 14 Con 12 Int 10 Wis 7 Cha 7

That's a good one, but runs afoul of the OP's human requirement. (The PFS-legal requirement is odd, given that it's a 20pt campaign.) Anyway....

~ ~ ~

(Not bothering with attribute scores, as everyone else is just maxing for strength, and to the devil with the will-save...)

01 barbarian1 [Savage Technologist][Drunken Brute], Extra Rage, Combat Reflexes
02 Brawler [Wild Child] (wolf companion)
03 Fighter [Dragoon(Mounted Combat,Skill Focus{Ride})], Boon Companion

Equipment: heavy horse (200gp, to be trained for war via Handle Animal), lance, bardiche, hide armor + armored kilt, javelins, military saddle, tack, barding, spring-loaded wrist sheath, potion enlarge person, potion CLW

* Raging strength of 22 and dexterity of 18 (assuming 18/14 starting)
* Wolf companion and "warhorse" (heavy horse, war-trained) mount for 50' move
* Power Attack or Ride-by Attack (etc) available via Martial Flexibility
* Wolf normally stalks hidden; trips flat-footed opponents in surprise round
* +1 elevation bonus versus most low-level targets
* plenty of AoOs since few opponents are bigger than large-sized.


Shoot, I forgot about the human requirment.

Factoring that it, the build can be basically the same, just take heart of the fey reduce strength to 16 and boost int to 12 and wis 10. Trade out fate's favored for defender of the society. Oh and throw on an armored kilt to the 4 mirror for another bump to AC.Use the extra feat on iron will.


Slim Jim wrote:
(Not bothering with attribute scores, as everyone else is just maxing for strength, and to the devil with the will-save...)

Challenge Accepted!

But this is for fun on my part, someone else can take it to the next level. For now this is Goon/Elite.

------------

"Reptile" Brawler - Venomfist 3
Str 14 Dex 12 Con 16 (Racial +2)
Int 10 Wis 12 Cha 7

Fort 6 Reflex 4 Will 2

Racial Traits:
Bonus Feat
Skilled is dropped for Giant Ancestry. +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks.

Traits:
Dirty Trickster (+1 checks on Dirty Trick)
Indomitable Faith (+1 Will)

Feats:
Level 1 - Improved Dirty Trick, Extra Feat Dirty Fighting
Level 2(Bonus Feat) - Kitsune Style
Level 3 - Kitsune Tricks

Class Feature(Really I think most people know them but putting this down cause it's part of the build)
Maneuver Training - Dirty Trick. +1 bonus.

Attacks:
Unarmed +5. Damage 1d4+2 - Fort Save 14. Fail, Poison Damage 3.
CMB +7. +9 if Dirty Trick, and +13 if using Dirty Trick from Flank

Defense:
AC - 17.

Gear:
Chain Shirt +4 AC. 100 Gold
Heavy Wooden Shield + 2 AC. 7 Gold.
Fury drops x 3 - 150 Gold.
Potion of Enlarge Person x 2 - 100 Gold
Potion of Magic Fang - 50 gold.
Potion of Invigorate - 50 gold
43 Gold left.

------------

Tad late so my math might be off. But let me try to paint an example of what he does if it's not somewhat obvious.

Line up with Target. Charge. Dirty Trick the target(Which may or may not be boosted by said charge). Goal is to not only hit them with it but attempt to beat their CMD by 5 to prolong the Dirty Trick. We're looking for Sickened and Shaken as the actual effects. And Kitsune Tricks lets us put both of them on the target. Say hello to -4 on basically every combat stat short of movement.

Then we start tearing into them as their AC is bricked so we can hit them even with Flurry, AND their Fort has also dropped so our Poison can start also tearing into them. Sure they can start shaking off the effects but if we've stalled them for a turn or two, we might have a flanking buddy by that point. And then we just Dirty trick them every other turn if needed.

Fury Drops lets us have a discount Rage(+2 STR and CON +1 Will oh look that boosts everything we want, -2 AC), Enlarge because we want to be big, Magic Fang is also very nice and Invigorate will help us shake off the 1d6 Rage of the Fury Drops if we roll low.

Now the Fury Drops might be PFS banned but I couldn't find anything on them. I also don't think this would actually work as well as I painted it and we give up defenses to do it but I thought it was a fun idea/build. Someone can take it a bit further than me I'm sure.

Last bit from me, possible to drop Kitsune Tricks for Iron Will. We can just Martial Flex into Tricks if need be until we actually pick it up.


Codename: That Succubus Thread

Racial Traits: Bonus Feat, Giant Ancestry [+1 to CMB]
Traits: Adopted – Dhampir (Final Embrace) [+2 to pin], Bandit (Stealth as a class skill)
Attributes: S18 D13 C11 I10 W10 CH7

Archetype: Constructed Pugilist
Feats & Progression:
1. Improved Grapple, Bushwhack, Tight Grip
2. Grabbing Style
3. Deific Obedience (Falayna), Maneuver Training: Grapple

Equipment: Dan Bong, rest immaterial

End result:

+18 CMB to grapple,
+16 CMB to pin

Can immediately pin if they stealth into the fray, grapples a flat-footed enemy.

I.e., only fails to grapple and pin a black bear on a 1.

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