| BlingerBunny |
I've just thought of a brawler build that I'd like to make work. Now my GM has stated that his homebrew is going to be a slow track campaign, and he's already granted us an extra feat, so at 4th I'd have four feats.
I'm thinking of focusing a Brawler build around Tripping and Cleaving, but I want to get Lunge and Monkey Lunge for the reach, like Dhalsim from Street Fighter. I just wish that Lunge or Monkey Lunge lasted until the end of the round and not just my turn.
Stats;
Str 18, Dex 16, Con 14, Int 10, Wis 12, Cha 8 - Human Str +2
Feats;
1- Combat Expertise, Power Attack (h)
2- Improved Trip
3- Cleave
4- Combat Reflexes (GM)
5th would be Vicious Stomp and Great Cleave. 7th would be Greater Trip, followed by Lunge and Monkey Lunge if those feats are viable.
What do you guys think?
| BlingerBunny |
You could afford to drop the CHA a bit further, and maybe the WIS on the Kasatha. I'm not sure what you'd be doing with Cleave. Consider picking up Pummeling Style somewhere. Dodge might be a better option than Monkey Lunge, as it gives you a +1 AC instead of a situational +2.
Sorry, edited out the Kasatha from the build idea. That human bonus feat is kinda hard to pass up.
I guess I could rearrange the stats though.
Maybe Str 16, Dex 16, Con 14, Int 9, Wis 14, Cha 7. I can put the +2 into Dex for Combat Reflexes, or Str for attack & damage.
I could stretch the stats just a bit and barely make it with these stats (Str 18, Dex 18, Con 14, Int 9, Wis 10, Cha 7), but it's painful to see a weak will save on a melee class.
The Cleave thing was a misread attempt at what I thought was a possible combination of Cleave and Brawlers Flurry.
| My Self |
Keeping at least a 12 in WIS is smart. I suppose you want to keep INT at 9 so you don't lose that many more skill points?
There's an Oracle combination that you could use to dump DEX. If you take Noble Scion at 1 and take Oracle with the Lunar mystery, you could trade 1 BAB for the ability to cast 1st level spells and get CHA instead of DEX to initiative and AC. This will let you dump DEX. If you keep WIS at 10, you could pick up the Steadfast Personality feat to get CHA to your Will save.
This is kinda CHA and level and feat-hungry, but it's a possibility. Otherwise, your build seems fine.
If you want to do tripping, consider also picking up the Greater Trip later, then Vicious Stomp. Free attacks of opportunity are nice.
| BlingerBunny |
I don't want to dump my Dex because it would improve the number of AoO I get.
The idea is to get extra attacks out of the Trip Maneuver. By trading one attack for a trip maneuver, I would get three attacks in return. One for a successful trip, Two for falling prone, and three for when they stand up. A 16 minimum would be best for this.
Stats will be;
Str 16, Dex 18, Con 14, Int 10, 12 Wis, 8 Cha
So feats will be;
1 Combat Expertise, Power Attack(h)
2 Improved Trip
3 Combat Reflexes
4 Vicious Stomp (GM)
5 Dodge and Mobility
7 Greater Trip
8 Jabbing Style
9 Jabbing Dancer
11 Jabbing Master
There may be more bonus feats I get from my GM, but the main goal is to make as many hits as I can. With the jabbing feats, that'll accelerate the the damage.
Quick question with Brawler's Flurry though, do I just use the Monk's Flurry of Blows thing for this, or is there, somewhere, a set of numbers showing the bab bonuses I get with Brawler's Flurry?
| My Self |
You'd need Greater Trip to get a bonus AOO from making a successful trip. So you only get 2 AOOs- one for prone, and one for standing up.
Say, you could drop CHA another 1 to get a +2 to INT. Extra skills might be fun, though INT also happens to be a dumpable stat. Not necessary, though.
Also consider Fury's Fall and Improved Disarm. Fury's Fall gets you DEX on top of STR to trip, Improved Disarm lets you get rid of their weapon when you trip them. So you can trip, then use an attack of opportunity to disarm. That way, they have to choose between picking up their weapon (and taking an AOO), or standing up without a weapon (and taking an AOO anyways).
| BlingerBunny |
You'd need Greater Trip to get a bonus AOO from making a successful trip. So you only get 2 AOOs- one for prone, and one for standing up.
Say, you could drop CHA another 1 to get a +2 to INT. Extra skills might be fun, though INT also happens to be a dumpable stat. Not necessary, though.
Also consider Fury's Fall and Improved Disarm. Fury's Fall gets you DEX on top of STR to trip, Improved Disarm lets you get rid of their weapon when you trip them. So you can trip, then use an attack of opportunity to disarm. That way, they have to choose between picking up their weapon (and taking an AOO), or standing up without a weapon (and taking an AOO anyways).
Okay buddy, I read these feats over and the way they're stated, with Vicious Stomp, whenever an opponent falls prone when adjacent to me, I get an AoO on him. With Greater Trip, whenever I trip someone I get an AoO on them.
With both feats active, When I trip an enemy, I get an AoO, and as the enemy falls prone, I get another AoO. I'll get a third AoO when the enemy stands up while adjacent to me.
| BlingerBunny |
The only issue is that my DM has ruled that when rolling attacks for Pummeling Style, if you roll one crit, and confirm the crit, it only applies to one of the attack rolls, meaning I'd have to roll and confirm a crit on each attack roll to apply crit damage on the whole thing. Also Dragon Style only applies 1-1/2 damage on the first hit of each round.
| BlingerBunny |
So if I'm reading this correctly, the Stats and feats should go something like this..?
Str 18, Dex 16, Con 14, Int 9, Wis 14, Cha 7
25p buy with +2 to Str (Stunning Fist needs 13 Wis)
1 Combat Expertise, Power Attack(h)
2 Improved Trip
3 Combat Reflexes
4 Vicious Stomp (GM)
5 Dragon Style, Improved Overrun
7 Greater Trip
8 Stunning Fist
9 Dragon Ferocity
I could make an Overrun attempt to knock someone prone and kick their teeth in with Vicious Stomp and Greater Trip. I could also use Martial Flexibility to gain Charge Through to make it a free action during a charge.
As for Power Attack, Dragon Style, and Dragon Ferocity, I want to make sure I'm doing the math right when I get to apply damage.
Say I pump all my bonus stats into Strength, I would be dealing;
1d10+7(DS)+2(DF)+9(PA)=1d10+18 on my first attack and 1d10+2(DF)+6(PA)=1d10+8 on my consecutive attacks.
| My Self |
Improved Overrun doesn't stack with Greater Trip. I would personally avoid taking it as a solid feat anyways, as you can take it with your Martial Flexibility. It's perhaps a bit situational if you like tripping. Consider Pummeling Style- you can switch it it from Dragon Style when you need to beat DR.