| LibraryRPGamer |
So, I really like the brawler class from ACG and am wondering how to go about building a quick changing, versatile combat maneuver specialist for PFS. Damage would be secondary.
I’m considering taking advantage of the various special abilities within the close weapons group and using Quickdraw to grab the right weapon for the right maneuver. Some close weapons give pretty unique bonuses to CMs – the dan bong and tekko-kagi, for example. I would use martial flexibility to pick up the maneuver feats as I need them.
The build could also add Weapon Focus and Martial Versatility to further boost my CMBs. But, I’m not sure if it is worth the feat investment. Or, maybe MV with EWP to get proficiency with all monk weapons?
My intent overall is to add weapon bonuses to as many CMs as possible. I think this would be a unique and fun fighting style.
1 – Improved Unarmed Strike, Combat Expertise, Power Attack
2 – Quickdraw
3 – Extra Martial Flexibility
4 -
5 – Weapon Focus, Martial Versatility
Would something like this be effective? Or, do the MM and Lore Warden still do CMs better?
Thanks for the help!
| Cap. Darling |
I am planning on somthing along the same Lines on my newest character. I plan to go after grabble and trip on him. But i also think that pummeling style is too good to miss. But i hope to squeeze both expertise, improved trip and improved grabble in before level 6 that way the two feats coming from Martial versatility will allow him to get pummeling bully og snapping turtle clutch. but options are Many and even with all the feats he gets it still looks like a tigth built. Most likely i will change my mind a dozen times before hitting level 2 with him:) the lore warden gets better numbers but i think the brawler can get good enough numbers as it is.
| LibraryRPGamer |
One thing you want to be careful about is that Pummeling Style may not work with weapons...apparently, it depends on the GM. I know it's been ruled that it does not work with two handed weapons. Personally, that feat is too OP cheese for my tastes.
The advantage of the Brawler over the Lore Master is that Brawler does not need to specialize in any one Combat Maneuver thanks to combat flexibility. With the Lore Master, you are still limited to being good at 1 or 2 combat maneuvers thanks to the high feat requirements. Whereas the Brawler can use martial flexibility to gain the CM feats and put his bonus feats towards other areas, making a more well rounded character.
| Cap. Darling |
One thing you want to be careful about is that Pummeling Style may not work with weapons...apparently, it depends on the GM. I know it's been ruled that it does not work with two handed weapons. Personally, that feat is too OP cheese for my tastes.
The advantage of the Brawler over the Lore Master is that Brawler does not need to specialize in any one Combat Maneuver thanks to combat flexibility. With the Lore Master, you are still limited to being good at 1 or 2 combat maneuvers thanks to the high feat requirements. Whereas the Brawler can use martial flexibility to gain the CM feats and put his bonus feats towards other areas, making a more well rounded character.
But then again the lore warden get his Extreme bonus to all maneuvers. Brawler must decide where to get what trick to BA a bit better at.
| Avoron |
Not sure if this will be effective, but here's a comment: spiked armor (which is a close weapon) is great for grapples and, with Spiked Destroyer, overruns and bull rushes. If you're flurrying, you won't be able to use those, but often you won't be able to flurry anyway on a turn you move or use martial flexibility.
Solo Maneuvers might be a nice feat to have.