Brawler Fighter - It's got style


Advice


Fighter - Brawler, build to 12th. Probably for PFS.

Human Female, CG
Starting stats
Str 19 (Bump 4th) Dex 16 (Bump 8th & 12th) Con 14 Int 7 Wis 10 Cha 7

1st: Two weapon fighting, power attack, Improved shield bash (Fighter bonus)
2nd: Improved Unarmed Strike
3rd: Tiger Style (Close weapon bonus +1/+3)
4th: Weapon Focus (Unarmed Strike), Retrain Shield bash to Step Up
5th: Weapon Spec. (us)
6th: Tiger Claw
7th: Double Slice
8th: Greater Weapon Focus (us), Retrain Step up to ITWF (with dex bump to 17)
9th: Tiger Pounce
10th: Step Up (Again)
11th: Two Weapon rend
12th: Greater Weapon Focus, Retrain Step up to Greater two weapon fighting assuming stats work.

Damage, damage damage. Damage damage damage, damage? Damage damage, damage damage damage damage damage.

-OR-

Same basic stats

1st: TWF, PA, ISB
2nd: IUS
3rd: Boar Style
4th: Weapon Focus, Retrain ISB to Step Up
5th: Dazzling Display
6th: Boar Ferocity
7th: Shatter Defences (Debuff zone)
8th: Greater Weapon Focus, Retrain Step Up to ITWF
9th: Boar Shred
10th: Step Up (again)
11th: Deadly Stroke
12th: Penetrating Strike

Debuff and bleed, debuff and bleed.


Those are some harsh Int and Cha penalties...works if you never have to succeed at any kind of skill challenge. I like the feat choices though.


Yeah, but who is she?


Well...chaotic good, not that bright, unpleasant to be around...my guess would be a displaced peasant soldier from Galt?


In the first build (with Tiger Style), you have Step Up retrained to ITWF at lvl 8, then Step Up, again, retrained to GTWF at lvl 12. I get the feeling that is wrong.


Stay away from step up it is not really that useful of a feat.


Dragon style.....why is there no dragon style....


spectrevk wrote:
Those are some harsh Int and Cha penalties...works if you never have to succeed at any kind of skill challenge.

As opposed to the 10 int fighter who is great at them, right.

Anyway, does disruptive stack with menacing stance? If so, then it goes from super crappy to ok


Wouldn't monastic legacy help a bit with the damage? It can help boost your US damage a bit and the monk levels provide a few feats of their own.


The Shaman wrote:
Wouldn't monastic legacy help a bit with the damage? It can help boost your US damage a bit and the monk levels provide a few feats of their own.

It could, but you need the Still Mind Monk class feature as a prereq for Monastic Legacy. So one would need to trade out 4? levels of fighter for Monk before taking it. That, effectively, caps Fighter at lvl, costs you +1 bab, drastically delays a lot of your other damage skills, etc. so you're probably breaking even and your hits will be less consistent.


1 person marked this as a favorite.

@spektrevk: Actually, I have a skillz fighter model...

Tactician Fighter
Skill ranks per level: 10
Str 16, Int 18, else 10
1. Power Attack, Skill Focus (Perception)
2. Skill Focus (Escape Artist)
3. Skill Focus (Acrobatics)
4. Skill Focus (Survival) (Bump Int)
5. Skill Focus (Ride), Outflank
6. Skill Focus (Handle Animal)
7. Skill Focus (Kn: Local)
8. Skill Focus (Bluff), Skill Focus (Kn: Dungeoneering), Retrain Skill Focus (Escape Artist) to Skill Focus (Intimidate) (Bump Int)
9. Skill Focus (Swim)
10. Skill Focus (Appraise)
11. Skill Focus (Prof: Solider)
12. Skill Focus (Climb)

Testing the limits of Power Attack being all you really need.

@vamptastic: Who is she?

Spoiler:

You walk into an every day looking pub with your every day looking crowd and the every day looking faces stare back at you when you come in through the swinging doors. The ghost sound skips in its tracks.
You walk to the bar and order a drink. You sit on a stool. The wrong stool.
"ExCUUUS me, dat's my stool."
A short woman with tightly wound hair and large hoop earings accosts you. You fail your bluff check.
"Oh it's MY stool, and you gonna be leavin' it 'lone, naow!" She snaps her fingers in a Z pattern through the air. Each snap the only sound other than a few heavy breaths and a muffled curse. The snapping fingers draw attention to the length of her nails.
"You ain't leavin' yet? I'll show you out!"
She moves towards you while taking hear earings out, tossing them to the floor. She raises a claw-like hand high. You fail your acrobatics check to move and plummet to the floor.
She bursts out laughing.
"Kaaaayleen's Casks! You a funny one. I only foolin'! Getton up you, I'll getchoo a beer."
Tension eases in the bar. The ghost sounds start again playing a merry melody and folk go back to their conversations. She sits squarely on her stool, leaving you to stand, while she hands you a half-pint mug.
"Name's Kaisha. You got drinkin' to catch up on."

@Kazaan: Why is that wrong? Step up keeps 'em in the debuff Zone. I only get to use GTWF if I get the dex boost.
@KainPen: Which is why it gets retrained so frequently.

@CF: Because... I can only take the first iteration of it until I get stunning fist and it doesn't jive well with the abilities of the Brawler? Tiger style's pounce lets me keep people in the debuff zone even if they try to move away and still potentially full attack. Boar style's intimidation lets me stack further debuffs. I can only use one simultaneously and I'm not multiclassing.

@Cwheezy: Disruptive IS a good idea. I'll prolly take that at 10th over step up if I go Tiger Style.

@TheShaman: Yeah, what Kazaan says, four levels of Monk are right out. The damage die isn't particularly important. The flat damage is. Going Boar style deals less damage over all, so I could see POSSIBLY taking Monk levels there... but that doesn't work so well for a Chaotic character and I still need to take the TWF feats with a matter of redundancy. It overcomplicates the matter.


Ok. I like her.

RPG Superstar 2015 Top 8

Indeed, I've seen Step Up do useful things. And definitely keep it if you go Disruptive. Step Up plus Disruptive tree=fun ways to hurt casters.

For the debuff and bleed build, if you're going to go Dazzling Display tree, I would throw in Intimidating Prowess in there since you've dumped Cha and your Str is so high.

RPG Superstar 2015 Top 8

Kazaan wrote:
The Shaman wrote:
Wouldn't monastic legacy help a bit with the damage? It can help boost your US damage a bit and the monk levels provide a few feats of their own.
It could, but you need the Still Mind Monk class feature as a prereq for Monastic Legacy. So one would need to trade out 4? levels of fighter for Monk before taking it. That, effectively, caps Fighter at lvl, costs you +1 bab, drastically delays a lot of your other damage skills, etc. so you're probably breaking even and your hits will be less consistent.

Why it takes so much work for an unarmed focus warrior to get a better damage die I do not know.

Anyway, a Monk/Fighter with Monastic Legacy has a lot to recommend it (better damage dice, the ability to wear armor if you ignore FOB, better saves than pure fighter), but it's not where I see the OP's build going, and is not necessary.

Scarab Sages

One option I find very attractive is going all Dex-based, getting an Amulet of Mighty Fists as early as possible (it's only 4k), using Piranha Strike for damage, and going Crane Style for extra tankiness. Maybe add some tripping and Vicious Stomp to the mix.


Furthermore wrote:
@Kazaan: Why is that wrong? Step up keeps 'em in the debuff Zone. I only get to use GTWF if I get the dex boost.

The problem isn't Step Up itself. The problem is that you have it listed as the Swap Out twice. At lvl 4, you trade out Shield Bash for Step Up; so you no longer have Shield Bash and you have Step Up instead. Then, at lvl 8, you list trading out Step Up for ITWF; so you no longer have Step Up and you have ITWF instead. Then, at lvl 12, you list trading out Step Up again, this time for GTWF. But you no longer have Step Up to swap out because you already swapped it out back at lvl 8. Hence, wrong.


Kazaan wrote:
Furthermore wrote:
@Kazaan: Why is that wrong? Step up keeps 'em in the debuff Zone. I only get to use GTWF if I get the dex boost.
The problem isn't Step Up itself. The problem is that you have it listed as the Swap Out twice. At lvl 4, you trade out Shield Bash for Step Up; so you no longer have Shield Bash and you have Step Up instead. Then, at lvl 8, you list trading out Step Up for ITWF; so you no longer have Step Up and you have ITWF instead. Then, at lvl 12, you list trading out Step Up again, this time for GTWF. But you no longer have Step Up to swap out because you already swapped it out back at lvl 8. Hence, wrong.

@Kazaan: Question for you: What feat did I take at 10th level? ;)

@All: Question to see if I have my Tiger Claw math right.

I use Tiger Claw: single unarmed strike with both hands. I hit. I'm using Power attack, obv.

Roll primary hand damage 1d3 + Close Weapon Training + Weapon Spec + STR + Power Attack

Roll off hand damage 1d3 + Close Weapon Training + Weapon Spec + .5*STR + .5*STR + 5* Power Attack
-> If have Double Slice Total STR Bonus is 1.5.
-> If have Two-Weapon Rend roll 1d10 + 1.5 STR.

Or have I made some faulty assumptions here?


Furthermore wrote:
@Kazaan: Question for you: What feat did I take at 10th level? ;)

Then that's another error I didn't catch. You can't take a feat more than once unless it explicitly says you can. Even if you took it, and then retrained it away, you still can select feats only once by default.

Regarding Tiger Claw damage, you're slightly off. Don't think of it as two-weapon fighting because no where does it say it's two-weapon fighting; so the second hand's damage doesn't get half Str to damage, it gets full Str.

1d3 + CWT + WSpec + 1.5x Str + Power Attack (normal, no 2-h +50% bonus)
+
1d3 + CWT + WSpec + 1x Str + Power Attack (also normal, not half for off-hand)

No Double Slice nor Two-Weapon Rend because, again, this is not two-weapon fighting.


That both makes A) sense and B) me unhappy. Gots ta be REAL careful when pickin' up those fighter feats.

I learned two new things.

Perhaps you could also clarify as to what's going on with Boar Style? My initial thought is that the first tier deals 2d6 damage as bleed but that it doesn't continue next turn, and the final tier does 1d6 bleed and that sticks around.

I will post one or two new feat lists soon. Less happy with Tiger Style if rules interpretations will be varied among DM's, and ditto with Boar style.

Scarab Sages

Kazaan wrote:
Regarding Tiger Claw damage, you're slightly off. Don't think of it as two-weapon fighting because no where does it say it's two-weapon fighting

If you're going down that path, you might as well say "and your base damage is 2d8 because nowhere does it say that it should be 1d3".

RAW has clearly-defined rules for what happens when people attack with more than one weapon at once. They're the 2WF rules, and they apply regardless of whether you have any 2WF feats. It's just that you take horrible attack penalties without the feats.

Tiger Claws asks you to roll damage for your two fists separately, so you use the 2WF rules by default. Don't make up new rules if you don't have to. Your off-hand doesn't just turn into a second main hand unless the feat description were to say so explicitly.

What you said above is certainly correct for Monks, though, since they don't have off-hands. Their class features explicitly override the default 2WF rules. That's why Tiger Claw is nicer for Monks than for Fighters.

Overall, I feel you get the best unarmed fighter out of a Monk that dips into Brawler for Weapon Spec and Close Combattant (which you later boost with the awesome Duelist's Gloves)... you get all the nice Fighter stuff on top of the scaling base damage and full Str bonus/full Power Attack of the Monk. What's not to love?


Catharsis wrote:
Kazaan wrote:
Regarding Tiger Claw damage, you're slightly off. Don't think of it as two-weapon fighting because no where does it say it's two-weapon fighting

If you're going down that path, you might as well say "and your base damage is 2d8 because nowhere does it say that it should be 1d3".

RAW has clearly-defined rules for what happens when people attack with more than one weapon at once. They're the 2WF rules, and they apply regardless of whether you have any 2WF feats. It's just that you take horrible attack penalties without the feats.

Tiger Claws asks you to roll damage for your two fists separately, so you use the 2WF rules by default. Don't make up new rules if you don't have to. Your off-hand doesn't just turn into a second main hand unless the feat description were to say so explicitly.

What you said above is certainly correct for Monks, though, since they don't have off-hands. Their class features explicitly override the default 2WF rules. That's why Tiger Claw is nicer for Monks than for Fighters.

Overall, I feel you get the best unarmed fighter out of a Monk that dips into Brawler for Weapon Spec and Close Combattant (which you later boost with the awesome Duelist's Gloves)... you get all the nice Fighter stuff on top of the scaling base damage and full Str bonus/full Power Attack of the Monk. What's not to love?

Error. Error. Faulty assumption detected. Commencing correction in 3... 2... 1...

TWF is a specific mechanical procedure in Pathfinder that governs the trading of attack bonus for extra attacks beyond your normal BAB allowance. Just using two weapons (or more, even) within your BAB allowance is not considered Two-Weapon Fighting in the mechanical sense. So, a character could have +11 BAB (3 iteratives), a Longsword in one hand and a Mace in the other and make his 3 normal attacks all with the sword, all with the mace, a combination of the two, or even throw in unarmed strikes as kicks if he so chooses and, since he's within his normal allowance of 3 attacks, it is not TWF, thus he takes no attack penalties and all the attacks get full Str bonus to damage. Only if you declare that you're using TWF to get extra attacks beyond those 3 do you take penalties to attack and whatever weapon you designate as your off-hand gets only half Str bonus to damage. So, back to Tiger Claw; are you trading attack penalties for extra attacks above BAB? No? Then you are not, mechanically, Two-Weapon Fighting, thus no reduced Str bonus to damage and you don't qualify for any other abilities that require landing a hit with both main-hand and off-hand (ie. Double slice, Two-Weapon Rend, etc). Savvy?


Catharsis wrote:
Kazaan wrote:
Regarding Tiger Claw damage, you're slightly off. Don't think of it as two-weapon fighting because no where does it say it's two-weapon fighting

If you're going down that path, you might as well say "and your base damage is 2d8 because nowhere does it say that it should be 1d3".

RAW has clearly-defined rules for what happens when people attack with more than one weapon at once. They're the 2WF rules, and they apply regardless of whether you have any 2WF feats. It's just that you take horrible attack penalties without the feats.

Tiger Claws asks you to roll damage for your two fists separately, so you use the 2WF rules by default. Don't make up new rules if you don't have to. Your off-hand doesn't just turn into a second main hand unless the feat description were to say so explicitly.

Wouldn't manyshot be a closer rules case?


Weables wrote:
Wouldn't manyshot be a closer rules case?

It would be "closer" because what he stated has nothing to do with actual rules... so talking about any actual rules is "closer" by default.

Scarab Sages

Kazaan wrote:
Catharsis wrote:


Error. Error. Faulty assumption detected. Commencing correction in 3... 2... 1...
TWF is a specific mechanical procedure in Pathfinder that governs the trading of attack bonus for extra attacks beyond your normal BAB allowance. Just using two weapons (or more, even) within your BAB allowance is not considered Two-Weapon Fighting in the mechanical sense. So, a character could have +11 BAB (3 iteratives), a Longsword in one hand and a Mace in the other and make his 3 normal attacks all with the sword, all with the mace, a combination of the two, or even throw in unarmed strikes as kicks if he so chooses and,...

Reference?


FAQ wrote:

Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty?

Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack (an "iterative attack" is an informal term meaning "extra attacks you get from having a high BAB"). As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."

—Sean K Reynolds, 11/04/11

Source

Scarab Sages

Nice, thanks!

Though you're not following your regular iterative attack routine here either. It's just a badly worded feat in need of clarification.


Catharsis wrote:

Nice, thanks!

Though you're not following your regular iterative attack routine here either. It's just a badly worded feat in need of clarification.

It's a Use Special Ability action; Iterative attack routine is a non-issue. By contrast, the Two-Weapon Warrior's ability Doublestrike specifically states you make a main-hand and off-hand attack as a standard action "as if two-weapon fighting, taking associated penalties". Specific trumps general and Tiger Claw has no such specific statement that trumps the general rule that TWF only applies to full-attacks involving TWF penalties to get attacks in excess of your BAB. The ability is fine, it's the reading comprehension (or lack thereof) that's the problem.


If you do add monk levels, consider Maneuver Master. Flurry of Maneuvers isn't affected by wearing armor. Grapple someone and then keep beating on them with a full attack.

Also, have you considered Boar Style?


@mbauers: Yup. In the first post.

Although I'm not sure I'd take either of them for PFS if they're poorly worded as written. Boar Style deals bleed damage that isn't bleed damage except when it is bleed damage and Tiger Style does two weapon fighting without doing two weapon fighting at the same time as doing two handed fighting without doing two handed fighting. That could lead to rules issues. That could lead to different DM's having different takes on what my character can or cannot do.

Sad panda.

If I could keep Kazaan in my pocket, maybe I'd do that.

I like the intimidation effects of Boar style and the assoc. debuffs combined with the brawlers' 7th level debuff. That would be really cool.

I like the sheer damage potential of Tiger Style, even without the Claw feat. I think if I used that sparingly, basically only when I need to bull rush, that would be the way to go. Fewer rules troubles overall.

It makes for a more boring build (intimidation is very fun) but then that can leave the intimidating to another fighter or even a barbarian down the road.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Brawler Fighter - It's got style All Messageboards

Want to post a reply? Sign in.