| Mathius |
My 2nd level PCs have made a serious enemy in the form of a kingpin (minus the brains) mob boss. It looks they they are going to actually try and fight him (and his minions) so I am going to need his build.
I have established that he is a 5th level half orc, very strong, fights with his hands, and wears light or no armor. He does need to frightening but not super op.
He also has 2 3rd level orc orc or half orc body guards and wizard who can cast invisibility at CL 5. I would prefer the wizard to be 3rd or 4th level.
He also has about 70 1-3 level warriors and ten to 15 1st or 2nd level PC classed minions. I am thinking his penchant for uber violence means he will not have any other casters but maybe a cleric or inquisitor could be fun.
I 6 PCs and they are quite OP so they can eat APL +3 encounters easily and APL+5 is hard but not lethal. I never use anything CR=APL+4 or more because that is ether a TPK or cakewalk.
| Mathius |
Not really, I just have no experience with the brawler and my monks tend to wis and dex based. I know I can reskin it but monk does not feel quite right for gorilla in a suit who gets pretends to be civilized but will rip your head of if he does not get his way.
He tried to bully the PCs, he broke but did not kill them. The PCs broke into his vault (trap/stealth optimized rogue) and stole a crap ton of money.
The PCs ran into the mega dungeon under the city and ate the first wave he sent after them. A 4th level ranger, 3rd level level fighters, and 40 1st level warriors. The fought smart and when that was going to fail they went for insane and got lucky.
Now the head huncho is coming because a lot of the money they stole he was simply holding for others. He has to get it back or his power base will collapse.
| Azten |
Use a level 5 Fighter with the Brawler archetype. That is pretty scary.
Add Uncivilized Tactics and Greater Uncivilized Tactics for extra fun.
| Cheburn |
Could make him a Mutagenic Mauler (Brawler).
XP 1,200
Half-orc brawler (mutagenic mauler) 5 (Pathfinder RPG Advanced Class Guide 23, 86)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 20, touch 11, flat-footed 19 (+4 armor, +1 Dex, +4 natural, +1 shield)
hp 53 (5d10+11)
Fort +6, Ref +5, Will +3; +2 bonus vs. sleep, paralysis, and stunning
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Offense
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Speed 40 ft.
Melee unarmed strike +11 (1d8+12) or
. . unarmed strike flurry of blows +9/+9 (1d8+12) or
. . bite +12 (1d4+19)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 20), maneuver training (grapple +1)
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Statistics
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Str 26, Dex 13, Con 14, Int 6, Wis 10, Cha 12
Base Atk +5; CMB +11 (+12 grapple); CMD 24 (25 vs. grapple)
Feats Combat Reflexes, Deflect Arrows, Dragon Style[UC], Improved Unarmed Strike, Iron Will, Power Attack
Skills Acrobatics +7 (+11 to jump), Climb +11, Intimidate +10, Perception +5, Sense Motive +4, Swim +10; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ brawler's cunning, martial training, mutagen (+4/-2, +2 natural armor, 50 minutes), orc blood
Combat Gear mutagen[APG], potion of barkskin +2, potion of bull's strength, potion of magic fang; Other Gear mwk lamellar (leather) armor[UC], buckler
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 20) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mutagen (DC 10) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stats shown are with his Power Attack, Mutagen, Bull's Strength, Potion of Barkskin +2, and Magic Fang (+1 bite) up. NPC WBL is a little low since I threw him together. Also, since he's unarmed / fangs, I shifted some weapon gold to consumables.
He can flurry (+9/+9 1d8 + 12 with PA up) if he's next to someone, or move and bite if he's not. Nothing quite like a half-orc moving up to you and biting your face for 20 damage at level 2-3.
A bonus of the high strength is a DC20 on his Knockout ability. I think he could be fun as part of a larger encounter, though of course there are more than a few ways to take him out of a fight.
| Olaf the Holy |
Half-Orc Snakebite Striker Brawler 5
Perception +0, Initiative +2
AC 17, FF 15, T 12, CMD 22, FFCMD 19
HP 42 (5d10+10)
Fort +7, Ref +8, Will +3
30ft.
Unarmed Strike +10 melee, 1d8+4
Brawler's Flurry +8/+8 melee, 1d8+4
SA: Sneak Attack +2d6, Enforcer, Hurtful, Power Attack(-2/+4).
Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 13 (15pb/Elite Array)
Feats - 1Enforcer, 1bImproved Unarmed Strike, 2bPower Attack, 3Hurtful, 5Accomplished Sneak Attacker, 5bWeapon Focus(Unarmed).
Skills - Intimidate +11, Knowledge(Local) +9, Sense Motive +8
SQ: Sacred Tattoo, Intimidating, City-raised, Darkvision(60ft.), Brawler's Cunning, Martial Training, Sneak Attack +2d6, Snake Feint(standard),
Gear: Mithral +1 Chain Shirt, Business clothes(function as Cloak of Resistance +1), 350gp in jewelry.
Tactics: Hits people really hard in the nads. Makes one non-lethal attack each round to activate Enforcer, which in turn activates Hurtful. On a good round, he makes 3 attacks, each with sneak attack, using his minions to provide flank.
Bodygaurds should have the Bodygaurd and Enforcer feats so they can tank hits for him. Also good perception and perhaps sense motive.
| Ventnor |
I'm going to go a different way and recommend that your half-orc baddie be an Avenger Vigilante. (No one said that Vigilantes had to be good, after all!)
With Fist of the Avenger Vigilante Talent & the Shield Gauntlet style feats from Armor Master's Handbook, he should deal good damage. Plus the intimidate-based stuff that Vigilantes get would work well for the right-hand man of a mobster, I would think.
| Mathius |
I like that Cheburn's brawler build. I think I want drop the mutigenic archetype.
That would cost 2 AC, and 4 str but I would gain a floating feat 1 AC back. Replace dragon style with Intimidating Prowess but regain it with MV and switch it for Ferocious Resolve at the end.
Where does the bite come from? Can you use it with brawlers fury. With dragon style his first attack would be almost the same as his bite right?
I want to give him PC WBL since he is mob boss but if drop consumables it should still be close to the sheet you.
4K brings us up to a 24 str
4K more brings the AC back to 20
1K bumps saves by 1
That leaves 1500 for something neat.
| Cheburn |
I like that Cheburn's brawler build. I think I want drop the mutigenic archetype.
That would cost 2 AC, and 4 str but I would gain a floating feat 1 AC back. Replace dragon style with Intimidating Prowess but regain it with MV and switch it for Ferocious Resolve at the end.
Where does the bite come from? Can you use it with brawlers fury. With dragon style his first attack would be almost the same as his bite right?
I want to give him PC WBL since he is mob boss but if drop consumables it should still be close to the sheet you.
4K brings us up to a 24 str
4K more brings the AC back to 20
1K bumps saves by 1
That leaves 1500 for something neat.
Bite comes from the Toothy alternate racial trait for Half-Orcs.
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
I don't believe you can use the bite with Brawler's Flurry (since it's a natural attack, not an unarmed strike), but could be wrong. I think you're correct about Dragon Style and the first attack in a round being ~equivalent, so you might want to drop Toothy. As I said, I threw the build together in a hurry. :-)
| Tyrant Lizard King |
Feral Comabat Training will allow you to use a natural attack with flurry of blows and for any effect from a feat that has Improved Unarmed Strike as a prerequisite.
For those lvl 3 bodyguards, they gotta be tough... especially if they're gonna be taking lumps for "Da Boss". Barbarian or Fighter depending on your kingpins style.
For a nasty "Lieutenant" type, Brutal Pugilist Barbarian. Brawler and Body Bludgeon rage powers can ruin a players day when they are pinned and being wielded as a two handed weapon.
Boar Style and its upgrades are also a nasty combat style favored by orc types