Brawler + Ghoulish Claws + Eldrich Herritage + Multiattack = Better Stunning Fist ?


Rules Questions


Need a rules and logic check on this if you please

Now the Brawler flurry is very clear that it and natural attacks don't mix and that fine, not what is being used here.

Instead
At 7th level we pick up Eldrich Herritage Ghoul Sorcerer Bloodline granting us level 5 in Ghoulish Claws and a 1 round paralysis (Fort Save) .

Now we charge with our claws an hopefully paralyze something on a +9 claw attack keeping it right where we want it for next round

We now take our Iterative Unarmed attacks of +7/+2 and add in +2/+2 for our claws and go to town damaging and hopefully keeping the paralysis going so there is no escape or retribution.

A few level later we could pickup multiattack to reduce those -5 to -2 and around the same time Ghoulish Claws paralysis is now lasting 1d4+1 rounds.

Compared to a Brawler flurry your still losing 1-2 extra attacks at the top end and claws have pitiful damage but once the 1d4+1 rounds kick in you may not need to use the claws every round and since they are a free action to grow you can use them sparingly.

As an after thought Paralysed is also helpless so Coup De Grace could be viable.


Phasics wrote:

Need a rules and logic check on this if you please

Now the Brawler flurry is very clear that it and natural attacks don't mix and that fine, not what is being used here.

Instead
At 7th level we pick up Eldrich Herritage Ghoul Sorcerer Bloodline granting us level 5 in Ghoulish Claws and a 1 round paralysis (Fort Save) .

Now we charge with our claws an hopefully paralyze something on a +9 claw attack keeping it right where we want it for next round

We now take our Iterative Unarmed attacks of +7/+2 and add in +2/+2 for our claws and go to town damaging and hopefully keeping the paralysis going so there is no escape or retribution.

A few level later we could pickup multiattack to reduce those -5 to -2 and around the same time Ghoulish Claws paralysis is now lasting 1d4+1 rounds.

Compared to a Brawler flurry your still losing 1-2 extra attacks at the top end and claws have pitiful damage but once the 1d4+1 rounds kick in you may not need to use the claws every round and since they are a free action to grow you can use them sparingly.

As an after thought Paralysed is also helpless so Coup De Grace could be viable.

Seems legit. Brawler is not really bringing anything to the table, though.


Rules mostly check out, they're pretty straightforward. You can't use your Unarmed Strikes and both of your claws in the same round though; not enough arms for that. Also Multiattack is a Monster feat so you can't normally take it; might not matter for a house game though.

Logically, I don't think I'd go for it though. Your DC is going to be really low for this-- standard Sorcerer bloodline DC is 10 + 1/2 Sorcerer level + Cha, so at 7th you're probably looking at a DC of 12. You could pump your Cha... but that's just making you more MAD. And while Paralyzed is a nasty condition, it's also something a fair few creatures are immune to and that low save of yours is hitting their Fort save, which tends to be the best for monsters.

You'd do a lot better working with a class that cared about its Cha already-- Swashbuckler/Daring Champion, Bard, Paladin/Antipaladin all come to mind. That'd go a long way toward making it work.


Brawler brings unarmed damage scaling like a monk and doesn't require hands to make unarmed strikes

While the claws take up the hand slots the feet knees and head are still free to do unarmed damage with.

Using another class that requires a hand to hold weapons your taking away one or both hand slots for claws.

While the DC might be low the frequency of saves will mitigate it somewhat plus there's always ability focus and a 14CHA to bump that DC by 4. a simple headband or cloak can bump your CHA up another 1-2pts. forcing 2 saves a round every round they going to roll low eventually. Plus there's a 1 dip way to work in a Evil Eye Hex Strike for another -2 to saves before your claws hit. At 7th I could get a DC16 which aint terrible.

Yes certain monsters with huge fort saves or outright immunity are no dice but this isn't a one trick pony, brawler with martial versatility can do many other things.

hell just off the top of my head, swift action feat Death of Glory against big critters with big fort saves to dish out some pain. and chew their immediate action if they want to hit back. swift action feat Improved Sunder to break that amazing weapon/armor on the big bad.


i have a question can a brawler with claw attacks take feral combat training and exchange unarmed strikes for Just claws and bite? i know extra feat tax for bite


swifthunter420 wrote:
i have a question can a brawler with claw attacks take feral combat training and exchange unarmed strikes for Just claws and bite? i know extra feat tax for bite

A Very strict reading of the rules says no purely because Feral combat was published before Brawler existed so only has a special exception for Monk

however if you extrapolate that brawler is a hybrid of monk and the brawler flurry is based of monk's flurry you could probably convince a GM that is an appropriate feat.

Oddly enough if your playing a brawler you can just use martial flexibility to grab weapon focus and feral combat training as they are both combat feats for 1 minute during combat and see if your GM lets it stand.

For Feral combat training you can make all the flurry of blows attacks using a single natural weapon.

Errata even cover that if the natural attack has an effect e.g. poison you can apply the poison on each flurry hit.


Phasics wrote:
While the DC might be low the frequency of saves will mitigate it somewhat plus there's always ability focus and a 14CHA to bump that DC by 4. a simple headband or cloak can bump your CHA up another 1-2pts. forcing 2 saves a round every round they going to roll low eventually. Plus there's a 1 dip way to work in a Evil Eye Hex Strike for another -2 to saves before your claws hit. At 7th I could get a DC16 which aint terrible.

Your frequency of saves is exactly the same as the Swashbuckler or Bard or Daring Champion using this setup, save that their DC will be higher.

Ability Focus is a monster feat. Good luck with that.

DC16-- probably 14-- at 7th level is pretty mediocre. Quick skimming of the Bestiary showed a lot of Fort saves around 9-11, though I don't have a full spreadsheet for that one. But figure 9 as the common one, you have just better than a 50/50 shot of paralyzing the target if you hit them with both claws, and you can use your claws for five rounds per day. Hex Strike improves it... but that makes me question why you're not cutting out the middleman and just building a Hex Strike-Slumber build. Doesn't work with a Brawler, but it's pretty straightforward to build on the whole-- and I've still yet to see a reason why you want to be a Brawler for Ghoulish Claws instead of a class with a Cha worth noting.

Grand Lodge

Seems legit. You already know where your issues are gonna be and it looks like you have a back up plan.

As for Feral Combat, your issue is not that you lack monk, you lack furry of blows. Still, a nice GM will still allow it, then regret it later.

If you can take monster feats, you can get ability focus to bump the DC by 2 points.

Robes of Arcane Heritage would allow you to treat your Sorcerer level as 2 higher then your actual level.


There's no reason why a player character couldn't use ability focus.

"Most of the following feats apply specifically to monsters, although some player characters might qualify for them"

"Prerequisite: Special attack."

Grand Lodge

Some GMs will not approve "monster" feats. Thus, they are unavailable.

In PFS for example, no one can take the "monster" feats.


kestral287 wrote:
Phasics wrote:
While the DC might be low the frequency of saves will mitigate it somewhat plus there's always ability focus and a 14CHA to bump that DC by 4. a simple headband or cloak can bump your CHA up another 1-2pts. forcing 2 saves a round every round they going to roll low eventually. Plus there's a 1 dip way to work in a Evil Eye Hex Strike for another -2 to saves before your claws hit. At 7th I could get a DC16 which aint terrible.

Your frequency of saves is exactly the same as the Swashbuckler or Bard or Daring Champion using this setup, save that their DC will be higher.

Ability Focus is a monster feat. Good luck with that.

DC16-- probably 14-- at 7th level is pretty mediocre. Quick skimming of the Bestiary showed a lot of Fort saves around 9-11, though I don't have a full spreadsheet for that one. But figure 9 as the common one, you have just better than a 50/50 shot of paralyzing the target if you hit them with both claws, and you can use your claws for five rounds per day. Hex Strike improves it... but that makes me question why you're not cutting out the middleman and just building a Hex Strike-Slumber build. Doesn't work with a Brawler, but it's pretty straightforward to build on the whole-- and I've still yet to see a reason why you want to be a Brawler for Ghoulish Claws instead of a class with a Cha worth noting.

How are you attacking with 2 claws and using a weapon with Swashbuckler or Bard or Daring Champion ?

Hex strike evil eye still has effect on failed save , slumber does not

also as far as monster feats go if monster feats are out then Ghoul bloodline is out too since its out of the monster codex ;)

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