Brawler: an appeal, the sequel


Class Discussion


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I am a big proponent of class diversity and flexibility; that is why I strongly support class designs that make use of abilities such as rogue talents, rage powers, arcane exploits, and so forth. I really think that the brawler would benefit from this as well, and along those lines consider the changes to the class suggested below.

Brawler

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons as well as all weapons in the close weapons group. She is proficient with light armor, but not with shields.
Martial Maneuvers (Ex): At 1st level, a brawler can spend a swift action to gain the benefit of a feat she doesn't possess for 1 minute. The feat must be a combat feat or a non-combat feat that the brawler could acquire through her brawler skills class ability. The brawler must otherwise meet all the feat’s prerequisites. She may use this ability a number of times per day equal to her brawler level. If this ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place. If a feat has a daily use limitation (such as Stunning Fist), any uses of that feat while using this ability count toward that feat’s daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two feats at the same time. She may select one feat as a swift action or two feats as a move action. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a swift action, two feats as a move action, or three feats as a standard action. At 12th level, a brawler can use this ability to gain the benefit of one feat as an immediate action.
When acquiring feats after the first using this ability, the brawler may add and remove a number of feats based on the activation action; for example, if she uses a move action to gain feats, she may remove up to two feats from the feats gained through martial maneuvers, and gain up to two feats. She may not have more feats than her maximum number of feats gained through martial maneuvers, and all feats must meet prerequisites (although feats gained through martial maneuvers may count as prerequisites for other feats gained through martial maneuvers). Each feat selected counts toward her daily uses of this ability.
Whenever this ability is activated, the duration on any feat gained through martial maneuvers is reset - in other words it isn't necessary to track the acquisition round of each feat separately.
Unarmed Strike: unchanged
Brawler Skills: detailed below
Maneuver Training: unchanged
Brawler's Flurry: unchanged
Brawler Strike (Su): unchanged
Awesome Blow (Ex): unchanged, after change by developers

Below are the details to the Brawler Skills class ability, this is intended as a sample of abilities available - a great number of additional options should be available for the complete class in the ACG.

Brawler Skills: Starting at 2nd level, a brawler gains one brawler skill. She gains an additional brawler skill for every 2 levels of brawler attained after 2nd level. Except where indicated, a brawler cannot select an individual skill more than once. Brawling skills marked with an asterisk cannot be used in rounds where the brawler makes use of her brawler's flurry class ability.

Acrobatic master: A brawler with this skill gains the Skill Focus (acrobatics) feat and may always Take 10 on acrobatic checks.

Brawling dodger: A brawler with this skill gains a +1 dodge bonus to AC and CMD when she wears light armor, or +2 when she wear no armor. This bonus increases by +1 for every 5 levels of brawler she possesses. A brawler may pick this skill a second time, doing so increases the bonus by +1 for every 3 levels instead of every 5 levels. A brawler must be at least 6th level before picking this skill a second time.

Brutal: A brawler with this skill adds +2 to the DC of any ability gained through brawler skills (such as knockout and stun specialist).

Combat training: A brawler may chose a combat feat instead of a brawling skill, she must meet the prerequisites of that combat feat. A brawler may pick this skill any number of times. When chosing combat training, a brawler may change any feats gained previously with combat training; she must still meet all the prerequisites of feats chosen.

Enduring maneuvers: Feats gained through martial maneuvers last for 10 minutes. A brawler may pick this skill a second time, if she does so, then feats gained through martial maneuvers last for 1 hour.

Extra maneuver feat: A brawler with this skill increases the total number of feats that she may gain from martial maneuvers by 1 (thus at second level she could have up to 2 feats, at sixth level up to 3 feats, and at 10th level up to 4 feats).

Extra maneuvers: A brawler with this skill may use martial maneuvers a number of times per day equal to twice her class level.

Fast: A brawler with this skill gains a +10 bonus to her speed. A brawler may pick this skill once for every 4 brawler levels she possesses.

Finesse brawler: A brawler with this skill gains the Weapon Finesse feat.

Grappling specialist: A brawler with this skill deals an additional +1d6 damage when using grapples to inflict damage.

Great fortitude: A brawler with this skill gains the Great Fortitude feat.

Knockout (Su): A brawler with this skill can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler strikes successfully and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. A brawler may use this ability once a day for at level 16, and once more for every two levels above level 16. Creatures immune to critical hits or nonlethal damage are immune to this ability. A brawler must be level 16 before selecting this brawler skill.

Painful punches (Ex): A brawler with this skill may add +5 to the damage she deals with unarmed strikes, instead of bonus damage gained from Strength or Dexterity. A brawler must be at least 4th level before selecting this skill.

Professional: A brawler with this skill considers her brawler level as her fighter level + 2 for the purpose of qualifying for combat feats.

Stun specialist: A brawler with this skill gains the Stunning Fist feat. She considers her brawler level as her monk level for the purpose of determining how many times a day she can use the Stunning Fist feat. She need not meet the prerequisites of the feat, but she must be a 4th level brawler to select this brawler skill.

Style savant: A brawler with this skill may chose a single style feat, or feat that has a style feat as a prerequisite, without meeting that feats requirements.

Tough brawler: A brawler with this skill gains the Toughness feat, additionally she gains +1 natural armor bonus to AC.

Note that the changes to Martial Maneuvers make it very easy to determine what feats can be acquired: any combat feat, and any other feat that is available through the Brawler Skills class ability. Correspondingly, given the examples above, the brawler could get Great Fortitude, Skill Focus (acrobatics) and Toughness, in addition to all combat feats.


This is a great idea. I really like it!

Extra maneuvers is too strong, and style savant should allow people to take it additional times. Otherwise, it's a great base to build on.


+1 "I like it", but also +1 "Extra Maneuvers is too good", at least in context of the other abilities. 1/day/level is a buncha uses already, especially when the Feats can potentially last an hour. 2/day/level is way too many, I think, though possibly not since each Feat requires a new use.

Also +1 "Style Savant needs to be able to be taken multiple times".

Why would anyone EVER take Painful Punches though, I wonder? Since it replaces, not adds, to your Str/Dex damage.


"Extra Maneuvers" may be too good, but I doubt it. It doesn't add more power to the brawler after all, just more opportunity to adapt to a situation. If you're willing to invest 3 brawler skills to have 1 hour long duration and twice the uses a day... well then you invested a very significant portion of your class abilities - and the rewards should be appropriate to that.

"Style Savant" I'm very wary of increasing to more than once (perhaps something like "may be taken once for every 4 brawler levels). A "true" style-based brawler should be realized in an archetype, I think.

"Painful Punches" is intended for characters that want to build a finesse brawler without having to rely on an agile amulet. You can dump strength, focus on dexterity and Weapon Finesse, and still get a substantial bonus to damage from Painful Punches. It's very strong early on (say at level 2), and still okay at later levels.

Designer, RPG Superstar Judge

Thread closed. Please post your comments in the stickied thread for this class, otherwise we'll end up with a hundred parallel discussion threads. Thanks!

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