Problem with Strangler Archetype (ACG)


Rules Questions


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First off, if this is not the proper place for this thread I apologize...

Okay, I'm looking at the Strangler archetype for the Brawler. It looks pretty interesting and unique. It is definitely the grappling build for the Brawler with some really cool added bonuses to keep you amazing while grappling. That is until I noticed something that completely ruins this archetype.

They lose unarmed strike!

This befuddling loss essentially forces this archetype to take the Improved Unarmed Strike feat to open up Improved Grappling; which is required for a grappling build! Unless you are a human and can get access to multiple feats at 1st level, guess what? You cannot even utilize your primary feature until 2nd level without provoking AoO! This archetype also takes away the primary source of damage dealing for the Brawler. Yes, I see the Strangler gets a very limited Sneak Attack option, but let's face it. Sneak Attack is not a good source for reliable damage.

Let us continue to examine the oddity of replacing Unarmed Strike. The archetype retains Close Weapon Mastery, but wait... without Unarmed Strike then Close Weapon Mastery becomes moot.

I am thoroughly confused by the decision on this archetype and wonder if the Designers meant to replace Brawler's Strike instead of Unarmed Strike? I would love to get some insight from a Designer on this one, because... the Strangler archetype has the potential to be really fun, unique, and interesting. It's current incarnation is a big pile of contradictions.


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I saw this too, and thought it strange. It has to be an oversight... if we assume that the designers want a strangler to run around choking out monsters in the heat of battle.

Consider also that the strangler has been given Stealth as a class skill. Its hard to use Stealth in the heat of battle, and its hard to use when your clumsy allies are following you about all the time. Annoying. But you want to use your class abilities, don't you? If you positioned yourself alone - in a darkened alley or off a jogging path, for instance - what could possibly hold you back from initiating a grapple with a flat-footed creature, defeating it, and gaining experience points? Flat-footed combatants usually don't get attacks of opportunity. Maybe a couple get away, but fortunately you've kept your identity a secret. If we assume that you leave no details of your presence, you could do it again almost every evening, and your character concept is realized! Fun, isn't it? Soon you've leveled up and your skills improve. Its only a matter of time before all of the low-lifes in town are dead or too scared to be outside at night. You've had your fill of random encounters anyway. You've on a roll and there's no stopping now. No one can tell you how to play your character. The first time you quietly break into someone's house to find a flat-footed creature, it's like descending to a lower dungeon level with new challenges. So thrilling and intense! Now you're out there but once a week, but each adventure is more difficult and worth a greater number of experience points. Maybe you try on the creatures' clothing or eat their food or sleep in their beds. Sometimes, completion of one quest will leave clues your can follow to the next one. By the time you have leveled up again, law enforcement is on the streets looking for a physically fit player character with an archetype who seems to favor flat-footed creatures. Now you have new choices to make, and a single adventure consists of multiple parts: downtime skill checks where you find your next flat-footed target, quietly moving around town at night, eliminating a town guard or family member in your path, and finally reaching the target. Before lone, adventures are nearly a month apart, but you're getting quite good at this! No one can stop you, no one will, not even yourself. In rare moments of clarify, silent screams in your mind pierce the fog of compulsion and terror. You can no longer sleep at night, or to even look into the living eyes of creatures lacking the flat-footed condition. The line between dreams and hallucinations and gaining actual experience points become blurred, and in desperation you beg the universe and all of the gods above and below for someone to stop you.

Or you can do it your way by taking a couple of feats. With a human bonus feat, you can do it at 1st level.


You make very valid points, Ciaran Barnes. It's very true that Flat-Footed opponents would not be able to get in that AoO. Given your perspective this archetype presents more of a NPC flavor, or at least your non-traditional adventuring group.

I suppose I'm just a little jaded about that, because I would love to see a good Dex based grappling class that isn't a Tetori monk...

I cannot deny that the archetype flavor text does seem to make it match up more with your, amazing by the way, description.


Sorry. We watch Criminal Minds too much. :)

Improved Unarmed Strike does seem that it would be a natural component for this class. You can use martial flexibility to fill that until you have all of the feats you need. Instead of favoring Dexterity, I would favor Strength, but keep a good Dexterity too, in order to keep your CMD as high as possibly and avoid needing feats to use Dexterity in place of Strength.


Haha, no problem. That is a fun show to watch!

As much as I love the imagery behind a Dex-based grappling brawler, you are right. Seems like the Dex path is a mechanically poor choice. For me, the thematic behind the character is the most important aspect, but I do love it when the mechanics work out well.


Ciaran Barnes wrote:

I saw this too, and thought it strange. It has to be an oversight... if we assume that the designers want a strangler to run around choking out monsters in the heat of battle.

Consider also that the strangler has been given Stealth as a class skill. Its hard to use Stealth in the heat of battle, and its hard to use when your clumsy allies are following you about all the time. Annoying. But you want to use your class abilities, don't you? If you positioned yourself alone - in a darkened alley or off a jogging path, for instance - what could possibly hold you back from initiating a grapple with a flat-footed creature, defeating it, and gaining experience points? Flat-footed combatants usually don't get attacks of opportunity. Maybe a couple get away, but fortunately you've kept your identity a secret. If we assume that you leave no details of your presence, you could do it again almost every evening, and your character concept is realized! Fun, isn't it? Soon you've leveled up and your skills improve. Its only a matter of time before all of the low-lifes in town are dead or too scared to be outside at night. You've had your fill of random encounters anyway. You've on a roll and there's no stopping now. No one can tell you how to play your character. The first time you quietly break into someone's house to find a flat-footed creature, it's like descending to a lower dungeon level with new challenges. So thrilling and intense! Now you're out there but once a week, but each adventure is more difficult and worth a greater number of experience points. Maybe you try on the creatures' clothing or eat their food or sleep in their beds. Sometimes, completion of one quest will leave clues your can follow to the next one. By the time you have leveled up again, law enforcement is on the streets looking for a physically fit player character with an archetype who seems to favor flat-footed creatures. Now you have new choices to make, and a single adventure consists of multiple parts: downtime skill checks where you find...

But speaking mechanics strictly...it seems like a very lopsided exchange. To gain Strangle you lose unarmed strike and brawler's flurry...which comes down to it...Gained is always flanking and 4d6 sneak attack damage...Lost is Improved Unarmed Strike Feat...Two Weapon Fighting Feat...Improved TWF feat ...and Greater TWF feat...along with any feat that would allow one to get full strength mod. bonus on off hand attacks...such as Double Slice Feat...PLUS Higher unarmed damage....It seems the table for unarmed damage should be used for the strangler too. Thats at least 5 feats lost and higher damage for unarmed attacks...really feel a person whos very job description is "unarmed" per se should have that access to that table of increased damage.

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