Brawler / Moms Build help


Advice


Hi, I am trying to figure how to build a good Fighter with the archetype (brawler)/master of many styles and I do not know should it be STR based or DEX based.
The character would start at level 7

What I see as the pros and cons is that a dex brawler gets better AC and initiative (defensive) basically. But the damage isn't even close to the str brawler.

So Str Fighter(Brawler) (offensive), Dex Fighter(Brawler) (defensive).

The build would contain two style feats, either snake and dragon if str based or snake and crane if dex based. Any opinion on these also?

The build as it stands is 2 MoMS/5 Brawler
1:TWF,Snake Style,(human?)
2:Snake Fang
3:Weapon Focus,(another style feat)
4:
5:(another style feat)
6:Weapon Specialization
7:

All help would be appreciated, I have looked upon other monk brawler builds but haven't found exactly what I want. Thanks for reading!


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I don't believe you can do this - Brawler is fighter+monk

From the Page 2 of Advanced Class Guide document
"Multiclassing with These Classes
Because of the way these new classes work, there are restrictions on multiclassing with them. Each class in the playtest has an Alternate Classes entry, which lists the two classes it mixes.

If you have levels in one of these new classes, you cannot take levels in either of its alternate classes, nor can you take levels in a class in this playtest that also has either of those alternate classes. For example, if you take levels in arcanist (alternate classes: sorcerer and wizard), you can’t also take levels in sorcerer or wizard, nor can
you take levels in bloodrager (alternate classes: sorcerer and barbarian).

Likewise, if you have levels in a base class, you cannot take levels in any of the classes in this playtest that list that base class as an alternate class. For example, if you have levels in rogue, you can’t take levels in investigator (alternate classes: rogue and alchemist) or slayer (alternate classes: rogue and ranger)."


terry_t_uk wrote:

I don't believe you can do this - Brawler is fighter+monk

From the Page 2 of Advanced Class Guide document
"Multiclassing with These Classes
Because of the way these new classes work, there are restrictions on multiclassing with them. Each class in the playtest has an Alternate Classes entry, which lists the two classes it mixes.

If you have levels in one of these new classes, you cannot take levels in either of its alternate classes, nor can you take levels in a class in this playtest that also has either of those alternate classes. For example, if you take levels in arcanist (alternate classes: sorcerer and wizard), you can’t also take levels in sorcerer or wizard, nor can
you take levels in bloodrager (alternate classes: sorcerer and barbarian).

Likewise, if you have levels in a base class, you cannot take levels in any of the classes in this playtest that list that base class as an alternate class. For example, if you have levels in rogue, you can’t take levels in investigator (alternate classes: rogue and alchemist) or slayer (alternate classes: rogue and ranger)."

Sorry I meant Fighter with the archetype brawler multiclassing to the monks master of many styles.


If starting at level 1, I'd go strength based each time, assuming you have a decent enough point buy / magic item access to get the dex prerequisites for two-weapon fighting. But since you're starting at level 7, there is a very good case for dex based, even though it will mean your attacks probably won't be magical for a while, as a +2 equivalent amuet of mighty fists is bloody expensive. I also wouldn't go for crane style in either case. Crane style is spending two or three feats to make your to hit slightly worse, something you really cannot use as a two-weapon fighter, in exchange for awesome AC, which isn't really the be-all end-all of defenses anyway.

Also, I'd go for a low(ish) wisdom build, wear light armor with the brawling property, and carry a heavy steel shield, as you don't need two free hands to do unarmed fighting. I'd probably also invest in one combat maneuver, possibly grapple, as I like giving front-liners some extra options.


soupturtle wrote:

If starting at level 1, I'd go strength based each time, assuming you have a decent enough point buy / magic item access to get the dex prerequisites for two-weapon fighting. But since you're starting at level 7, there is a very good case for dex based, even though it will mean your attacks probably won't be magical for a while, as a +2 equivalent amuet of mighty fists is bloody expensive. I also wouldn't go for crane style in either case. Crane style is spending two or three feats to make your to hit slightly worse, something you really cannot use as a two-weapon fighter, in exchange for awesome AC, which isn't really the be-all end-all of defenses anyway.

Also, I'd go for a low(ish) wisdom build, wear light armor with the brawling property, and carry a heavy steel shield, as you don't need two free hands to do unarmed fighting. I'd probably also invest in one combat maneuver, possibly grapple, as I like giving front-liners some extra options.

What style would you pick as a second style if you dropped crane, so snake + boar? or snake + panther? Hmm boar would give the bludgeoning choice for unarmed which is good. Or maybe drop the second style entirely?

Scarab Sages

If you are str based, snake + dragon. If dex based, snake + boar. Dex based isn't really that far behind if you take an agile AOMF.

Sczarni

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Honestly, just try the brawler class.

once you hit 6th you'll find it's very enjoyable if you take Combat expertise, to switch between combat feats at will...

specially if you're a dwarf. oh there's a giant? guess what style I'm using!


If you are going low Wisdom, Snake Style might not be as good of a choice as it relies on your Sense Motive (Wisdom skill). Maybe a more eclectic option; Dragon + Janni Style. They have some nice synergy with Dragon letting you charge regardless of difficult terrain and Janni reducing the AC penalty for Charging. They each give a defensive benefit with Dragon giving you bonuses to saves against some status effects and Janni reducing the Flanking bonus enemies receive. Additionally, Janni Tempest lets you Bull Rush or Trip an opponent without provoking under certain circumstances, with a +4 bonus, no less. That's like getting both Improved Bull Rush and Improved Trip in a single feat with a larger bonus. Meanwhile, you can track up the Grapple feat chain and you've got 3 good maneuvers to round out your tactics.

The Heavy Shield is a good option because a Heavy Shield is a 1-h weapon, meaning you can two-hand it. It's also a close weapon so it benefits from your Brawler abilities just as well as Unarmed Strike would. So if the enemy is hard to hit, two-hand your shield and bash away. If they are easy to hit, kick the crap out of them. Furthermore, Shield Bash synergizes well with Janni Tempest as it gives you a way to get free Bull rushes using your shield bashes. Lastly, Monks count off-hand attacks with their Unarmed Strikes as if they were main-hand attacks so Power Attack is more effective when you TWF with Unarmed Strikes as a Monk. It's also good for times where it's better to two-hand your Shield. So here's how I'd build it, presuming 20 point buy:

Human Fighter/Monk
Racial and Ability Score Setup

Spoiler:

Bonus Feat -> Focused Study alternate trait
- Trades your single bonus feat at lvl 1 for Skill Focus at lvls 1, 8, and 16. This will compensate for skill point shortage on key skills like Perception and Stealth (since you need certain skill ranks for both Janni and Dragon trees.

Str: 18*/+4 (10)
Dex: 15/+2 (7)
Con: 14/+2 (5)
Int: 7/-2 (-4)
Wis: 13/+1 (3)
Cha: 9/-1 (-1)

Level Progression

Spoiler:

1) MoMS 1; BAB +0, TWF (lvl 1), Janni Style (Monk), Skill Focus: Perception (Human)
2) Monk 2; BAB +1, Dragon Style (Monk)
3) Brawler 1; BAB +2, Improved Shield Bash (lvl 3), Improved Grapple (Fighter)
4) Fighter 2; BAB +3, Power Attack (Fighter), +1 Dex
5) Fighter 3; BAB +4, Dragon Ferocity (lvl 5)
6) Fighter 4; BAB +5, Janni Tempest (Fighter)
7) Fighter 5; BAB +6, Combat Style Master (lvl 7)
^^^ Starting Setup
vvv Continuing Build
8) Fighter 6; BAB +7, Greater Grapple (Fighter), Skill Focus: Stealth (Human), +1 Dex
9) Fighter 7; BAB +8, Shield Slam (lvl 7)
10) Fighter 8; BAB +9, ITWF (Fighter)
11) Fighter 9; BAB +10, Shield Master (lvl 11)
12) Fighter 10; BAB +11, WFocus: Unarmed Strike (Fighter), +1 Str
13) Fighter 11; BAB +12, Martial Versatility: Weapon Focus (lvl 13)
14) Fighter 12; BAB +13, Janni Rush (Fighter)
15) Fighter 13; BAB +14, WSpec: Unarmed Strike (lvl 15)
16) Fighter 14; BAB +15, GWFocus: Unarmed Strike (Fighter), Skill Focus: {your choice}, +1 Str
17) Fighter 15; BAB +16, GWSpec: Unarmed Strike (lvl 17)
18) Fighter 16; BAB +17, Martial Mastery (Fighter)
19) Fighter 17; BAB +18, Improved Overrun (lvl 19)
20) Fighter 18; BAB +19, Charge Through (Fighter)

Notes: Make sure you have 5 ranks in acrobatics by lvl 5 and 5 ranks in Perform:Dance by lvl 6. You only get 3 skill points per level so a lot of skills will have to be left at rank 1. If you take SP favored bonuses, you can get some extra points, but it's probably better to take HP. That means a lot of token single ranks in class skills.

General Strategy:

Spoiler:

Starting at lvl 7, you have many options. Monks treat off-hand unarmed strikes as if they were main-hand so you get full Power Attack bonus on them when you two-weapon fight with unarmed strikes or use your shield as main-hand and unarmed strike as off-hand. You can also two-hand your Heavy Shield and get the bonus Power Attack bonus. Additionally, you can Charge for less penalty to your AC and through difficult terrain and get additional Strength bonus to your Unarmed Strikes. If you hit an enemy with your Unarmed Strike, then you can attempt either a Bull Rush or a Trip against that enemy with a +4 bonus and don't provoke, until the end of your turn. Trip can replace any melee attack so that's the easiest; Bull Rush, however, is a standard action so you can only try this later once you have Shield Slam. You also have Grapple available if you need to lock down a single opponent. Brawler's Close Combatant class skill is Weapon Training for Close weapons, which both Unarmed Strike and Shields are. If you can convince your GM that Grapple also belongs in the close weapon group. Armor Spikes are also close weapons and synergize well with Grapple.

After lvl 7, you're basically just improving your basic strategy. Shield Slam lets you get a free Bull Rush after a shield bash attack. Make an off-hand Unarmed Strike first to trigger Janni Tempest, then get a bonus on the Bull Rush. Shield Mastery removes TWF penalties from your Shield Bash which puts them on a more even footing with your Unarmed Strikes (due to your Brawling Armor). ITWF should be as high as you go up the TWF tree; a third off-hand at -10 just isn't worth the feat slot. This means all further stat bonuses can go into Strength (possibly sparing one point to round out your Wisdom to an even 14). Then it's just about catching up on your Weapon Focus tree. Take it for Unarmed Strike first, then pick up the Human Martial Mastery feat that lets you slather any such feats (ie. WFocus, WSpec, etc) that require you to pick a particular weapon to any other weapons in the same group. So, since Unarmed Strike is in both Monk and Close groups, your Weapon Focus, etc. for Unarmed Strike will apply to any other weapons in the Close group (ie. your Shield and Armor Spikes (and Grapple if you rolled well on your diplomacy check with your DM)) as well as Monk group weapons to boot if you ever pick one up. Overrun and Charge Through are just to round out the build because I honestly couldn't think of anything else to pick up at that point. They can freely be swapped out at your discretion, or even pick up two more Monk levels to actually open up your Ki pool. At that point, it shouldn't really matter what you do.


Did you ever see Ong-Bak? It's a Kung-fu movie, and it is very much how the brawler idea works in Pathfinder.

You both do and take a lot of damage, and you win fights because you do damage faster than your opponent.

You can make an unhittable martial artist, but opponents have the option of walking by you and killing the sorcerer instead.

So, go with strength, all the way. You can make your defenses better by spending gold, if you need to.

As for the styles, dragon is good, excellent if your GM includes terrain in his game. Crane isn't what you want for this character.

If you make an actual brawler (a good move), you'll want a variety of equipment to exploit that floating feat. Exotic weapons like nets, a longbow, a shield, etc...


Imbicatus wrote:
If you are str based, snake + dragon. If dex based, snake + boar. Dex based isn't really that far behind if you take an agile AOMF.

Agile AOMF? Agile amulet of mighty fists?

Scarab Sages

Sir Dante wrote:
Imbicatus wrote:
If you are str based, snake + dragon. If dex based, snake + boar. Dex based isn't really that far behind if you take an agile AOMF.
Agile AOMF? Agile amulet of mighty fists?

yes.


Kazaan wrote:

If you are going low Wisdom, Snake Style might not be as good of a choice as it relies on your Sense Motive (Wisdom skill). Maybe a more eclectic option; Dragon + Janni Style. They have some nice synergy with Dragon letting you charge regardless of difficult terrain and Janni reducing the AC penalty for Charging. They each give a defensive benefit with Dragon giving you bonuses to saves against some status effects and Janni reducing the Flanking bonus enemies receive. Additionally, Janni Tempest lets you Bull Rush or Trip an opponent without provoking under certain circumstances, with a +4 bonus, no less. That's like getting both Improved Bull Rush and Improved Trip in a single feat with a larger bonus. Meanwhile, you can track up the Grapple feat chain and you've got 3 good maneuvers to round out your tactics.

The Heavy Shield is a good option because a Heavy Shield is a 1-h weapon, meaning you can two-hand it. It's also a close weapon so it benefits from your Brawler abilities just as well as Unarmed Strike would. So if the enemy is hard to hit, two-hand your shield and bash away. If they are easy to hit, kick the crap out of them. Furthermore, Shield Bash synergizes well with Janni Tempest as it gives you a way to get free Bull rushes using your shield bashes. Lastly, Monks count off-hand attacks with their Unarmed Strikes as if they were main-hand attacks so Power Attack is more effective when you TWF with Unarmed Strikes as a Monk. It's also good for times where it's better to two-hand your Shield. So here's how I'd build it, presuming 20 point buy:

Human Fighter/Monk
Racial and Ability Score Setup** spoiler omitted **...

Hmm sounds like a very good build, do you have the ac,attack and damage numbers for that build? Just not too good with the numbers and would be easier if you have them ^^


Imbicatus wrote:
Sir Dante wrote:
Imbicatus wrote:
If you are str based, snake + dragon. If dex based, snake + boar. Dex based isn't really that far behind if you take an agile AOMF.
Agile AOMF? Agile amulet of mighty fists?
yes.

Hmm true but expensive.


Kazaan wrote:

If you are going low Wisdom, Snake Style might not be as good of a choice as it relies on your Sense Motive (Wisdom skill). Maybe a more eclectic option; Dragon + Janni Style. They have some nice synergy with Dragon letting you charge regardless of difficult terrain and Janni reducing the AC penalty for Charging. They each give a defensive benefit with Dragon giving you bonuses to saves against some status effects and Janni reducing the Flanking bonus enemies receive. Additionally, Janni Tempest lets you Bull Rush or Trip an opponent without provoking under certain circumstances, with a +4 bonus, no less. That's like getting both Improved Bull Rush and Improved Trip in a single feat with a larger bonus. Meanwhile, you can track up the Grapple feat chain and you've got 3 good maneuvers to round out your tactics.

The Heavy Shield is a good option because a Heavy Shield is a 1-h weapon, meaning you can two-hand it. It's also a close weapon so it benefits from your Brawler abilities just as well as Unarmed Strike would. So if the enemy is hard to hit, two-hand your shield and bash away. If they are easy to hit, kick the crap out of them. Furthermore, Shield Bash synergizes well with Janni Tempest as it gives you a way to get free Bull rushes using your shield bashes. Lastly, Monks count off-hand attacks with their Unarmed Strikes as if they were main-hand attacks so Power Attack is more effective when you TWF with Unarmed Strikes as a Monk. It's also good for times where it's better to two-hand your Shield. So here's how I'd build it, presuming 20 point buy:

Human Fighter/Monk
Racial and Ability Score Setup** spoiler omitted **...

Also I am not sure if I will have high wisdom since we get to roll once 3d6 + 6 before we can take them or go 20 point buy.


Anonymous Visitor 163 576 wrote:

Did you ever see Ong-Bak? It's a Kung-fu movie, and it is very much how the brawler idea works in Pathfinder.

You both do and take a lot of damage, and you win fights because you do damage faster than your opponent.

You can make an unhittable martial artist, but opponents have the option of walking by you and killing the sorcerer instead.

So, go with strength, all the way. You can make your defenses better by spending gold, if you need to.

As for the styles, dragon is good, excellent if your GM includes terrain in his game. Crane isn't what you want for this character.

If you make an actual brawler (a good move), you'll want a variety of equipment to exploit that floating feat. Exotic weapons like nets, a longbow, a shield, etc...

How can I make an unhittable martial artist ^^? Also can the more defensive minded ones hit very hard like the str based brawler?

I'm thinking of adding toughness for him just to get higher HP if it's str based because he will take a lot of punishment.


Unhittable martial artist is easy, just build a monk with tons of Dex and Wis. Take defensive abilities like deflect arrows and evasion.

You'll be hard to affect, but you'll also have difficulty doing things. It's an amazingly unfun way to play, IMHO, but I see it every so often.

The Dex based monk is largely based off of weapon finesse and an agile weapon enhancement. Overall, I don't care for it, though if done just right, it can be effective.

The idea of being dependent on a single pice of gear bothers me.


Bump


Kazaan wrote:

If you are going low Wisdom, Snake Style might not be as good of a choice as it relies on your Sense Motive (Wisdom skill). Maybe a more eclectic option; Dragon + Janni Style. They have some nice synergy with Dragon letting you charge regardless of difficult terrain and Janni reducing the AC penalty for Charging. They each give a defensive benefit with Dragon giving you bonuses to saves against some status effects and Janni reducing the Flanking bonus enemies receive. Additionally, Janni Tempest lets you Bull Rush or Trip an opponent without provoking under certain circumstances, with a +4 bonus, no less. That's like getting both Improved Bull Rush and Improved Trip in a single feat with a larger bonus. Meanwhile, you can track up the Grapple feat chain and you've got 3 good maneuvers to round out your tactics.

The Heavy Shield is a good option because a Heavy Shield is a 1-h weapon, meaning you can two-hand it. It's also a close weapon so it benefits from your Brawler abilities just as well as Unarmed Strike would. So if the enemy is hard to hit, two-hand your shield and bash away. If they are easy to hit, kick the crap out of them. Furthermore, Shield Bash synergizes well with Janni Tempest as it gives you a way to get free Bull rushes using your shield bashes. Lastly, Monks count off-hand attacks with their Unarmed Strikes as if they were main-hand attacks so Power Attack is more effective when you TWF with Unarmed Strikes as a Monk. It's also good for times where it's better to two-hand your Shield. So here's how I'd build it, presuming 20 point buy:

Human Fighter/Monk
Racial and Ability Score Setup** spoiler omitted **...

Do you drop wpn focus and wpn spec so late, to gain more options in combat through the maneuvers? I mean I understand all the shield feats since they go hand in hand with Janni Style but does Grapple complement that much as well? Or is grappling just that good?

In our campaign we have never had a situation yet when someone has been grappled, I was thinking originally of doing a tetori monk but then he was very one dimensional through grappling and then I stumbled upon the beauty that is brawler.

Dark Archive

I would say that if you go with a dex based build that you focus on combat maneuvers and effects that trigger on you hitting. You essentially want to debilitate your foe. Since you would be using dex as a primary stat, defense would also become a priority to focus on.

With this in mind agile maneuvers and weapon finesse seem like the ways to go and for damage purposes an agile aomf.

Improved initiative can help the build go first and do whatever manuever/attack is needed.
Because you have so much dex and it would be wasteful to not have your complimentary stat of wisdom for increased ac you would want a very solid wisdom score as well. This works wonderfully for providing synergy with a debilitating based offense as many debilitating effects have dc's based off of wisdom.

Styles that come to mind for a dex based build are: mantis style (+2 to the Dc of stunning fists which has a wis based dc and an additional use per day.
Following the chain nets you a total of 2 additional stunning fists per day, +2 to the Dc's of all stuns, +2 to hit on any attempt to stun and the ability to cause dazzled and staggered for a round instead of stunned-and then they're fatigued.

Dragon style sounds odd here, but it works. The introductory feat is useless to you but ferocity will give a small boost to all your unarmed damage if you happened to keep a +2 or higher. This is true with the 1st unarmed attack as well with dragon style and has some relevance with your limited attacks per round due no flurry but is not really a major perk. The real advantage is that ferocity gives an additional use of stunning fist and let's you add half of those brawler levels as monk levels for determining the effects. Further, if you ever confirm a crit or succeed on a stun, the target is shaken (-2 to saves, skill checks and atk rolls I believe) for 1d4 rounds. You also could take dragon roar to burn 2 uses of stunning fist to deal a cone of unarmed damage and make everyone inside shaken if they fail their save.

Elemental styles and elemental fist. Elemental fist is just a nice way to add more damage to your rolls. However the number of dice increase every 5 monk levels if you take dragon ferocity. Furthermore, if you take an elemental style feat such as efreeti, Marid, djinni or shaitan, then you add what should be a high wisdom modifier, to your damage roll for that attack. 2d6 +4-6 extra damage on an attack isn't a bad deal.
Each elemental style feat adds an additional use of elemental fist and if you have dragon roar, permits you to apply the elemental fist damage to your roar (as well as the unarmed strike damage and save versus shaken if I am not mistaken and there is no save vs the elemental fist damage added in, they take full).

Janni style is useless to you mostly but since we want to debilitate with my suggested course of action, janni tempest is beautiful if either of those combat maneuvers were chosen. If you have improved bull rush or trip- it's gravy.

Jawbreaker isn't a style feat but grappling is part of debilitation. Jawbreaker opens up neckbreaker and bone breaker and honestly, those just look ridiculous at an offhand glance assuming you have the wisdom and maybe mantis style backing you up.

Monkey style gives you access to monkey shine which keys off stunning fist also. Monkey shine is just a very nice feat and adds to your offenses and defenses considerably.

Snapping turtle clutch is also pretty powerful if you are aiming for better defenses with an offensive angle. You'll need to be prepared to grapple to get the lost out of it but it doesn't require stunning fist to make it work, in case you were getting bored with how many different ways you could abuse that feat.

Finally, tiger style adds +2 to several combat manuever dc's and let's you cause bleed when you crit.

Honestly, unarmed Fighter actually looks better here than brawler because you get to add another style feat into the mix and get bonuses for doing maneuvers like grappling (and a lot of dr/- if you take damage while grappled, too!) and eventually branches into tripping (works with Janni tempest) and dirty tricks, etc.

Normally I would always say to pick brawler over unarmed fighter but not in this case. Damage dealing isn't the primary goal (but an agile aomf still let's you do solid damage with your high dex).

Keep in mind that having a pure dex/wis build means that you use your dex for almost everything (Dmg, cmb, cmd, ac, initiative, to hit, etc) so you're not mad any longer and are effectively using a single stat for offense and defense. But being a monk you now have wis to add for almost all of the same purposes, though not as many. Str is actually a dump stat here and that helps you since you can now dump str, char and just have an average int and a solid con. Or even dump int and have a nice charisma on a monk for once, maybe using it to take eldritch heritage and go down routes virtually no monks ever get to explore.

There are tons of other feats that could make this concept much more abusive, and yes, in some cases you would heavily consider a manuever master as your monk class instead, or terotori, all depending on what your preference is. However, the catch here is that everybody but a moms is stuck with either a single combat style or taking combat style master to attempt to emulate having two up at once by starting in one and switching to another at any point during their turn .

This *can* work but requires much more specific style selection because depending on what you are trying to do, you either can or cannot gain benefits/combo's.

Honestly, I am considering making a monk like this now or next time. :)

I won't offer suggestions for a str based monk because everyone has suggestions on mostly str based builds. I have a str based monk (my first) so not naysaying them. But there are already plenty of suggestions that provide a good starting point.

Hope this helped and inspired.


Dark Immortal wrote:

I would say that if you go with a dex based build that you focus on combat maneuvers and effects that trigger on you hitting. You essentially want to debilitate your foe. Since you would be using dex as a primary stat, defense would also become a priority to focus on.

With this in mind agile maneuvers and weapon finesse seem like the ways to go and for damage purposes an agile aomf.

Improved initiative can help the build go first and do whatever manuever/attack is needed.
Because you have so much dex and it would be wasteful to not have your complimentary stat of wisdom for increased ac you would want a very solid wisdom score as well. This works wonderfully for providing synergy with a debilitating based offense as many debilitating effects have dc's based off of wisdom.

Styles that come to mind for a dex based build are: mantis style (+2 to the Dc of stunning fists which has a wis based dc and an additional use per day.
Following the chain nets you a total of 2 additional stunning fists per day, +2 to the Dc's of all stuns, +2 to hit on any attempt to stun and the ability to cause dazzled and staggered for a round instead of stunned-and then they're fatigued.

Dragon style sounds odd here, but it works. The introductory feat is useless to you but ferocity will give a small boost to all your unarmed damage if you happened to keep a +2 or higher. This is true with the 1st unarmed attack as well with dragon style and has some relevance with your limited attacks per round due no flurry but is not really a major perk. The real advantage is that ferocity gives an additional use of stunning fist and let's you add half of those brawler levels as monk levels for determining the effects. Further, if you ever confirm a crit or succeed on a stun, the target is shaken (-2 to saves, skill checks and atk rolls I believe) for 1d4 rounds. You also could take dragon roar to burn 2 uses of stunning fist to deal a cone of unarmed damage and make everyone inside shaken if they fail their save.

Elemental styles...

Thank you for your answer :)

It has indeed inspired me, on a tad different character.
I'm trying to also build a dex based martial artis monk archetype.
The mantis style might stack nicely since martial artists already gain a +1, especially since I train mantis style kung fu in real life ^^ was quite sad when I saw mantis style in UC, thought it sucked but now maybe not :)


I have a build similar to yours. It's for a Halfling weaponless fighter with MoMS.

Level 1 Fighter 1: Power Attack and Risky Striker, sword and board at this point, he has a 14 St, so can do 1d6 +6 damage and with Lamellar, Shield, and a 16 Dex, he is AC 20, 21 if he doesn't use Risky Striker. I'm actually going to use the Armor Master Archetype, because Snake Fang depends on being attacked and missed. Anyway, DR is cool.

L2 F1Monk1: Snake Style
I will still wear armor and use a shield. The only things Monks lose by wearing armor is the AC bonus, fast movement, and Flurry of Blows. But MoMS monks don't even get flurry of blows, Wolfgang is not going to take enough levels in Monk for the movement bonus to count for much, so since he doesn't have a wisdom of 22, the wise thing to do is wear armor.

3F1M2: Evasion, Snake Fang, Combat Reflexes.
The Unarmed Strike of a Halfling monk only starts at 1d4, but he still gets +2 damage for St, +2 for Power Attack, and +2 for Risky Striker, so Wolfgang's Damage/Attack is 1d6+6/4(1d4+6) = 33.5 Not bad for level 3.

4F1M2Ranger1: Even at Level 1, Rangers can use magic wands with ranger spells. He'll get a Wand of Lead Blades. Lead blades will cause all his weapons to inflict damage as if he were 1 size bigger, so from 1d6 to 1d8 and from 1d4 to 1d6 = +1 damage for all 5 attacks. Later, when he can afford one, he'll get a Wand of Strong Jaw, which will cause his natural attacks to do damage as if he were 2 sizes bigger. Remember Monk Unarmed attacks count as both manufactured and natural weapons for this stuff. Sadly, the local VOs declared that Lead Blades will not stack with Strong Jaw because of tricky wording.

5F1M3R1: Maneuver Training, Still Mind, Monastic Legacy.
Monastic Legacy will allow 1/2 of the nonmonk levels to count as monk levels for unarmed damage. This will stack with Lead Blades, so the 1d6 for unarmed strikes jumps to 1d8.

6F1M3R2: Combat Style, Natural Weapon, bonus feat, Improved Natural Weapon, so the Monk Unarmed Strikes all do damage as if they were 1 size bigger. The unarmed strikes, which come up to 5/round all do 2d6+6 damage, not counting any bonuses like magic gauntlets, belts of strength, or amulets of Mighty Fists. Normally, Bestiary feats like Improved Natural Strike are not allowed in PFS, but this one is because it is available through the Ranger Archetype in one of the other books.


Here's a sample for you. Wealth and skills are a bit odd since there were some houserules in place, but the basic gist of it is there just fine.

Look under the spoiler, not the link. Your to-hit/damage will be higher since stat boosting items will be available.


1 person marked this as FAQ candidate.

Improved Natural Weapon specifically does not apply to Unarmed Strikes.


Sun Xiao wrote:

Here's a sample for you. Wealth and skills are a bit odd since there were some houserules in place, but the basic gist of it is there just fine.

Look under the spoiler, not the link. Your to-hit/damage will be higher since stat boosting items will be available.

Thanks! That's a crazy good build at least in my books. Truly good AB for lvl 13.


1 person marked this as FAQ candidate.

As in "choose a natural weapon, not an unarmed strike?" Normally, an unarmed strike does not count as a natural weapon. Monk Unarmed Strikes do count as natural weapons. The description of monks' unarmed strikes is specific about allowing natural weapon effects to grant them bonuses. The feat description doesn't say "not a monk's unarmed strike" nor "not an unarmed strike, not even a monk's." And honestly, this is such an obvious use of the feat, if they meant for it to exclude monks, they really should have said so.

What is specific is that monk unarmed strikes count as natural weapons, and it is also specific that Improved Natural Weapon is applied to natural weapons.


Scott Wilhelm wrote:

As in "choose a natural weapon, not an unarmed strike?" Normally, an unarmed strike does not count as a natural weapon. Monk Unarmed Strikes do count as natural weapons. The description of monks' unarmed strikes is specific about allowing natural weapon effects to grant them bonuses. The feat description doesn't say "not a monk's unarmed strike" nor "not an unarmed strike, not even a monk's." And honestly, this is such an obvious use of the feat, if they meant for it to exclude monks, they really should have said so.

What is specific is that monk unarmed strikes count as natural weapons, and it is also specific that Improved Natural Weapon is applied to natural weapons.

In 3.5 Improved Natural Attack could be used on unarmed strikes. Pathfinder specifically added the clause the prohibits selecting Improved Natural Attack for unarmed strikes.

This is not one of those things that you can debate, there is no 'unclear wording' or anything. A Monk's unarmed strikes are still unarmed strikes, regardless if they count as natural weapons or manufactured weapons.

You cannot use Improved Natural Attack in conjunction with Unarmed Strikes.


Sir Dante wrote:
Sun Xiao wrote:

Here's a sample for you. Wealth and skills are a bit odd since there were some houserules in place, but the basic gist of it is there just fine.

Look under the spoiler, not the link. Your to-hit/damage will be higher since stat boosting items will be available.

Thanks! That's a crazy good build at least in my books. Truly good AB for lvl 13.

Thanks, glad you like it. =)

I didn't get to play it for very long, sadly, but it worked pretty darn well for the time I had it, and Snake/Dragon is always a solid combo. Throw Panther in there if you take more than a coupe of MoMS levels or are okay with "shutting down" Dragon when going mobile and you can be an AoO generating MACHINE.

I've tried that character 3 times now because the RP is really fun but I have yet to have a game last long enough for me to be content with it (Take 1 was 4-8, Take 2 was there, started at 13 and ended there too, and Take 3 is in RoW...where it was promptly abandoned by the GM and I had to take over running it, so I can't risk interacting with the party as much as I'd like for fear of pushing them too hard in one direction or another. =/).


Rynjin wrote:
Sir Dante wrote:
Sun Xiao wrote:

Here's a sample for you. Wealth and skills are a bit odd since there were some houserules in place, but the basic gist of it is there just fine.

Look under the spoiler, not the link. Your to-hit/damage will be higher since stat boosting items will be available.

Thanks! That's a crazy good build at least in my books. Truly good AB for lvl 13.

Thanks, glad you like it. =)

I didn't get to play it for very long, sadly, but it worked pretty darn well for the time I had it, and Snake/Dragon is always a solid combo. Throw Panther in there if you take more than a coupe of MoMS levels or are okay with "shutting down" Dragon when going mobile and you can be an AoO generating MACHINE.

I've tried that character 3 times now because the RP is really fun but I have yet to have a game last long enough for me to be content with it (Take 1 was 4-8, Take 2 was there, started at 13 and ended there too, and Take 3 is in RoW...where it was promptly abandoned by the GM and I had to take over running it, so I can't risk interacting with the party as much as I'd like for fear of pushing them too hard in one direction or another. =/).

Well at least you got to try it ^^ I Don't get to play many of the builds I create, I just do it for the fun of it and maybe if my current character dies then I'll pick a new one considering what fits my party at that time.

Do you happen to know how to make a good dps monk (martial artist archetype) build?
I'm struggling to make it work even a little close to the brawler. It gets more attacks but the AB is subpar and the dmg is mediocre, compared to the brawlers good AB and superior dmg.
I know the difference is fighter vs monk and monk can't be as good at dmg or AB but even 70% of the fighter's damage would be good.


Hmmm, I've never built a Martial Artist, but while the attack bonus might be a bit lower, the Exploit Weakness ability helps close that gap a mite, since it essentially offsets the "+X-2" factor of your flurry, leaving you at just "+X". It won't put you on par with the Fighter, but it closes the gap so you're probably at around the same attack bonus as an equivalent Ranger who's not facing his Favored Enemy.

Damage-wise, if you want to use Unarmed Strikes use Dragon Style/Ferocity, of course, though it could potentially be worth it to pick up Mantis Style and try to build around Stunning Fist.

Remember, you count as a Fighter for Feat prerequisites for Unarmed Strikes and Monk Weapons, so grab Weapon Specialization if you want.

Probably the most optimal route though, as with any Monk, is to snatch up a Temple Sword and get to swingin'. But in most cases, that's a lot less FUN. =)


Rynjin wrote:

Hmmm, I've never built a Martial Artist, but while the attack bonus might be a bit lower, the Exploit Weakness ability helps close that gap a mite, since it essentially offsets the "+X-2" factor of your flurry, leaving you at just "+X". It won't put you on par with the Fighter, but it closes the gap so you're probably at around the same attack bonus as an equivalent Ranger who's not facing his Favored Enemy.

Damage-wise, if you want to use Unarmed Strikes use Dragon Style/Ferocity, of course, though it could potentially be worth it to pick up Mantis Style and try to build around Stunning Fist.

Remember, you count as a Fighter for Feat prerequisites for Unarmed Strikes and Monk Weapons, so grab Weapon Specialization if you want.

Probably the most optimal route though, as with any Monk, is to snatch up a Temple Sword and get to swingin'. But in most cases, that's a lot less FUN. =)

Yeah no swinging of swords this time.

Trying to build a true martial Artist grandmaster who can deal ludicrous damage and do few combat maneuvers. Just no idea where to get more damage than from wpn spec/greater wpn spec and dragon style + power attack.
Fighters get weapon mastery and rangers get favored enemy. What could I use to even it somewhat at lower levels?

Any items besides stat boosting ones? Something like gloves of dueling but for monks to a similar purpose.

Scarab Sages

Deliquescent Gloves let you either make a melee touch attack for 1d6 acid damage, OR give your unarmed strikes +1d6 acid. It also lets you safely punch oozes. It doesn't give you a bonus to hit like gloves of dueling, but it's much cheaper.

Brawling armor enchantment gives you a +2 to hit and damage on unarmed attacks and CMB.

Monks Robe of course treats your unarmed strike as being equal to a 5th level monk or 5 levels higher if you are a monk.


Haha, I thought you needed help building a brawler for your mom.


Here is my Society build if your looking for damage you won't be disappointed.

Traits: Defender of Society, Fates Favored.

Progression:
1 Fighter
2 Monk
3 Monk
Rest is Figher, I'm now level 9 but I will show 7 level.

Feats:
Tiger Style
Tiger Claws
Dragon Style
Weapon Focus
Power attack
then whatever you like. I have Iron Will and the step up chain.

I went Half Orc, Sacred Tattoo for +2 luck to saves.

Here is just 18Str

BAB +6, Str +4, +1 Feat, +2 Brawling, +1 class
+14 to hit, +12 when power attacking damage with power attack is good in dragon and that is normally the style you will start in to avoid terain and to get in there. The damage kicks in on a full round attack.
Tiger claws lets you make One attack. You just roll damage twice for unarmed strike. so damage looks like

1d6 + 6str + 2 Brawling +3 class, +4Power Attack, Power attack by RAW only applies -1/+2 but if not for society some DM's may give you the -1/+3 with Dragon Style.

So Full Attack One Attack Tiger Claws does 2d6+32 as you get another half str bonus when power attacking with Tiger Claws. Now things like Weapon Specialization will add +2 to normall attack or +4 to this one. Dragon Ferocity Will add another +2 to single attack and +4 to big one as well as it is the first unarmed attack you make in a round. I haven't needed these yet and have got other feats to shore up things. Its your call realy. Damage goes up alot by just adding to Str.

When I hit level 8 my str was a 24 from levels and belt and starting at 18.

You want a mithril breast plate for brawling so you don't need to wory about wisdom besides for saves and perception. I kept mine at a 12 on 20pt buy. I went with 16,14,14,12,12,7 starting. I recomend not investing much in AoMF, I got one of evil outsider bane and I smack the bejesus out of them when it comes up. A ghost touch one is not bad either. You just have to swich them out. Your attacks are magic from the brawling armor. Get a jingasa to negate a crit and get the +2 luck to AC. I have fun with him so give it a try.


Sandbox wrote:
Haha, I thought you needed help building a brawler for your mom.

If she played roleplaying games I might need ;) but thank god she doesn't play.


Ashe wrote:

Here is my Society build if your looking for damage you won't be disappointed.

Traits: Defender of Society, Fates Favored.

Progression:
1 Fighter
2 Monk
3 Monk
Rest is Figher, I'm now level 9 but I will show 7 level.

Feats:
Tiger Style
Tiger Claws
Dragon Style
Weapon Focus
Power attack
then whatever you like. I have Iron Will and the step up chain.

I went Half Orc, Sacred Tattoo for +2 luck to saves.

Here is just 18Str

BAB +6, Str +4, +1 Feat, +2 Brawling, +1 class
+14 to hit, +12 when power attacking damage with power attack is good in dragon and that is normally the style you will start in to avoid terain and to get in there. The damage kicks in on a full round attack.
Tiger claws lets you make One attack. You just roll damage twice for unarmed strike. so damage looks like

1d6 + 6str + 2 Brawling +3 class, +4Power Attack, Power attack by RAW only applies -1/+2 but if not for society some DM's may give you the -1/+3 with Dragon Style.

So Full Attack One Attack Tiger Claws does 2d6+32 as you get another half str bonus when power attacking with Tiger Claws. Now things like Weapon Specialization will add +2 to normall attack or +4 to this one. Dragon Ferocity Will add another +2 to single attack and +4 to big one as well as it is the first unarmed attack you make in a round. I haven't needed these yet and have got other feats to shore up things. Its your call realy. Damage goes up alot by just adding to Str.

When I hit level 8 my str was a 24 from levels and belt and starting at 18.

You want a mithril breast plate for brawling so you don't need to wory about wisdom besides for saves and perception. I kept mine at a 12 on 20pt buy. I went with 16,14,14,12,12,7 starting. I recomend not investing much in AoMF, I got one of evil outsider bane and I smack the bejesus out of them when it comes up. A ghost touch one is not bad either. You just have to swich them out. Your attacks are magic from the brawling armor. Get a jingasa to negate a crit and get the +2...

Yeah that's pretty much what my brawler does :) but trying to just make a martial artist without as little dipping as possible.

Would like to just make a monk with no armor that can actually deal good flurry damage and hit often enough. I don't want to give up on the speed and other more mobile ''monky'' stuff.

But seems one just can't build a good unarmed monk build to die for. They will always be lackluster compared to the fighter. But I understand that the fighter is the better dmg dealer since monk has mobility and good saves.


If you're not firm on the no armor bit, a Sohei Monk is actually pretty awesome.

They can make use of the almighty Brawling armor, can get Weapon Specialization and other Fighter Feats without dipping, and all around are pretty good Monks.

Downsides are the unarmed strike damage caps at 1d8 (not a big deal since you have access to static damage otherwise unavailable to Monks) and it loses some of the more "mobile" abilities...which honestly isn't a big loss.


Rynjin wrote:

If you're not firm on the no armor bit, a Sohei Monk is actually pretty awesome.

They can make use of the almighty Brawling armor, can get Weapon Specialization and other Fighter Feats without dipping, and all around are pretty good Monks.

Downsides are the unarmed strike damage caps at 1d8 (not a big deal since you have access to static damage otherwise unavailable to Monks) and it loses some of the more "mobile" abilities...which honestly isn't a big loss.

True not in combat, but outside combat and in other situations the speed and monk abilites can be very useful.

Digital Products Assistant

Removed some posts and responses to them. Please don't derail an advice thread like this.


So, I maintain my position that my interpretation of Improved Natural Attack is the best one, but recent posts make it seem likely that a DM might defensibly elect to disallow the build as such. So, a good question would be how does one change the build to get around the controversy?

A solution seems to me to use one of the character’s other natural attacks to be beneficiary of Improved Natural Weapon. Then take Feral Combat Training to give the character’s natural attack monk abilities, and the character will have the intersection of all those effects.

Most races do not have natural attacks, though. 2 levels in Alchemist can earn the character a Tentacle, and that gives a natural attack, maybe. The exact wording of the description of the discovery is that it gives the alchemist a “tentacle attack,” which is a natural attack in every other instance, but maybe not this one. Admittedly, Bilbo Baggins with a tentacle growing out of his—well, anything—doesn’t seem very natural to me. The build might not work for Halfling. Anyway, Sir Dante says that his campaign doesn’t have Halflings, or at least discourages them.

So how do you get a Natural Attack? Half Orcs can get a bite attack via either the alternative racial trait Toothy or via the Razor Tusk Feat. Catfolk and Ratfolk can get claw attacks, but neither are legal for PFS. Tengu and Tieflings have claw attack as an alternative racial traits, and I believe both of those are.

I think claw attacks are more ideal. Characters would have 2 hands for clawing, but usually only 1 mouth, which means that you could take 2 weapon and have it apply to 2 natural attacks instead of just 1. Also, you can eventually get magic gauntlets to give yourself an enhancement bonus, maybe make one of them mithril and one of them adamantine for good measure. It would be more problematic to find an analogue to gauntlets to use for tentacle, beak, and bite attacks.

So what does the new build look like?

Tiefling, assuming St 16 and Dex 14
1Fighter1: Claws trait (called Maw or Claw), Power Attack, Weapon Focus Claws, Damage 1d8 + 5
2F1Monk1: Snake Style, unarmed damage 1d6+5
3F1M2: Snake Fang, Combat Reflexes, Damage 1d8+5/3(1d6+5) = 9.5+10.5+15=29.5
4F2M2: Feral Combat Training Claws
5F2M3: Maneuver Training, Still Mind, Monastic Legacy: Damage 4(1d8+5)=38
6F2M3Ranger1: Damage w. Wand of Lead Blades: 4(2d6+5)=48
7F2M3R2: Improved Natural Weapon (claws), 2 Weapon, Damage/Attack: 5(3d6+5)=77.5

The statistic Damage/Attack, assumes the fighter gets all 3 attacks of opportunity, and assumes all attacks hit, a rough yardstick, but convenient. The damage does not take into account things like magic gauntlet-weapons, brawler armor, and amulets of mighty fists.

And that leaves 5 more levels for a PFS player to do something cool.

A level 1 Cavalier gets a bonus Teamwork Feat and the class abililty Tactician that gives that feat to all allies within 30 feet. If that feat is Paired Opportunist, every time anyone gets an attack of Opportunity, everybody does, and since this is an AofO build, that should happen a lot.

Sir Dante likes Weapon Specialization, and there is plenty of room to take 2 more levels of Fighter and take Weapon Specialization Claws (or Unarmed Strike, take your pick!), having already taken Weapon Focus at Level 1.

Being a Tiefling, he can take Nightmare Fist, which gives a +2 damage on all (5) unarmed strikes. Having Darkvision, he might get Moonlight Stalker getting an extra +2 attack and damage.

A level in Alchemist yields mutagens, +4 St or Dex (or Con), and +2 Natural Armor. The +2 damage/attack is tempting, but so is the +2 AC and +2 attacks of opportunity/round.

A level in Sorcerer with the Boreal or Stormborn bloodlines allow you to make your fists to do 1d6 cold or electrical damage. This is particularly attractive because a multiple-attack build like this might get nerfed by creatures with DR, but mitigated by energy damage.

It will be hard to choose from so many good things.

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