| Kimera757 |
I'm currently playing a level 6 brawler. Remember that you can switch things up, and at 6th-level you can learn feats as a swift action.
Be sure to take...
Weapon Specialization. Why give up on +2 damage? You're going to take Weapon Focus anyway.
Pummeling Style. That's not so useful by itself, but you can take Pummeling Charge at 12th-level, which is just amazing.
Dragon Style and the follow-up feats. Why? Because your brawler will be pretty weak if you can't get a full-round attack, and this enhances your charge damage. (Well, technically, it enhances one attack per round, but this is the best part.) Also being able to charge through difficult terrain without difficulty is pretty cool. I used that to charge through a crowd... the extra damage didn't hurt. You might want to just use martial flexibility on this, as I'm not sure it's useful once you can get Pummeling Charge.
| avr |
If you want to use launching uppercut then you are going to be readying actions, and you want to be good at bull rushing. The raging bull boxing talent = rhino charge, take whichever of those you like so you can ready a charge. Also you'll be getting improved & greater bull rush. Combat reflexes may be useful given the AoOs you hope to take.
You're going to be wanting some mobility, so take the athletics sphere and maybe a talent or two there as well as your free spheres. Remember you get a martial tradition too.
| Kimera757 |
Also pummeling charge requires BAB +12 or 8th level brawler - you can get it already and you probably want to. Which mostly rules out other styles. You can still get other styles via martial flex when you want of course.
Oh, I didn't know that. I'm close to reaching 7th-level. I'll have to double-check my character sheet to make sure I'm ready.
Edit:
Prerequisite(s): Improved Unarmed Strike, Pummeling Style; base attack bonus +12, brawler level 8th, or monk level 8th.
Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target.
Normal: You cannot make a full attack on a charge.
Edit: https://paizo.com/threads/rzs2rkca?Pummeling-Charge-no-longer-legal#1 (What!?)
I'm not playing PFS, so that doesn't impact me, but still...
| JuliusCromwell |
Extra combat talent has the [combat] tag so yes, martial flex works on it. You can even get multiple copies of it at once.
I can only assume that a lot of people were using pummeling charge in PFS and the people running it deduced from that the feat was too good. [/QUOTE
Ok so for the first 5 levels what do you think i should choose for feats and talents. i want a strong beat down style character
| avr |
I thought you were starting at level 10? Anyway, 5 levels: 3 feats (4 if human), boxing and open hand spheres free, 1 martial tradition, 3 talents.
Power attack is obvious, as is pummeling style, then you might get improved bull rush with the remaining feat. If human consider combat reflexes.
If you get the pit fighter martial tradition (just guessing, but it sounds like the right background given your description?) then you get a bonus boxing sphere talent, the gladiator sphere, and another talent from one of those.
You said you wanted axe kick and launching uppercut so get those, that leaves 1 general talent plus the bonus talents from pit fighter. Raging bull and overhead smash synergise with launching uppercut, as would chasing assault if you're allowed legendary talents. If not you might pick up a boast talent from the gladiator sphere - whatever appeals.
| JuliusCromwell |
@ AVR ya the level got changed X(
so to check you think
Feats would be
Level (1) Power Attack
Level (1) - Human - Pummeling Style
(Question I though I only get my two Attacks or is still base on my BaB at higher level) how dose high BAB effect my combat with a sphere of might character
Level (2) ??? DO I Get one?
Level (3) Improved Bullrush
Level (5) Combat Reflexes
Talents
So I have
Boxing sphere for free & Open hand + gladiator
Plus + 3 talents
just tell me is launching upper cut good or is more show?
| avr |
Brutal pummeler trades in the brawler bonus feats, you don't get those. You can't take pummeling style until you get the brawler's flurry at L2 though that's a minor detail, just switch the order of those feats a little.
From brutal pummeler you get boxing & open hand.
From pit fighter you get gladiator & a talent from boxing or gladiator, and the double-up on the boxing sphere converts to another boxing sphere talent.
Then you get 3 talents from being L5 with the adept progression.
Total: boxing, open hand & gladiator spheres; one boxing talent, one talent from boxing or gladiator, three general talents.
Launching uppercut looks fine to build around. I'm not saying it's the best thing ever, or even in the top twenty for PF melee, but it's a useful trick.
| avr |
It lets you make a standard action attack then if that hits, you can make a trip attempt at -2 as an immediate action, then if that succeeds you can make two AoOs with the bonus for the enemy being prone (one with 2*Str mod to damage, one with 1*Str mod I think.)
Not bad if it all comes together, but if you miss with either of the first two rolls you don't get the AoOs. The odds just aren't that good. I'm fairly sure you could put together a better way to trip the enemy and so get the AoOs.
| avr |
Any normal melee attack (i.e. not another combat maneuver, or ranged attack, or touch spell delivery or similar) can be replaced by a trip attempt. Any successful trip will trigger those AoOs if you have axe kick, snap kick & dual opportunity. Dual attack from the dual wielding sphere lets you make an attack with your main hand and your off-hand as a standard action.
So, first thing in the round you take a move action: this could be to move up to the enemy, to use martial flex to gain a feat, you could even use the base ability of the open hand sphere to make an attempt to trip at -2.
Next (assuming you weren't in position to use the base ability of open hand, or that it didn't succeed), do that standard action dual attack. The first attack is a trip attempt. If it succeeds, take your double AoO, then do a normal attack with the off hand. If it fails, try to trip with the off hand, then if that succeeds do your AoOs. If both fail you're out of luck.
This gives you the two AoOs if either trip attempt works, rather than needing both a hit and a successful trip.
Also it requires one less combat talent.
Does that make sense?
| JuliusCromwell |
@ AVR
So how Dose this look
Maneuver Training Class Feature
LV(3) + 1 TO Trip
Feats
Level (1) Dirty Fighting
Level (1) - Human - Pummeling Style
Level (3) Improved Trip
Level (5) Combat Reflexes
Talents
Lv(1) Boxing Sphere (Free)
LV(1) Open hand sphere (Free)
LV(1) Martial Tradtion (Should I go Gladiator or something that gives Duel wield sphere)+
LV(2) Sweeping Kick
LV(3) Axe Kick
LV(5) Snap Kick
| avr |
You're getting 3 talents in open hand there and you have 3 general talents to get them. You need either a martial tradition which gives open hand (which will convert to a talent in open hand) or one which gives dual wielding to get all those and the dual wielding sphere too. Weapon master would be the easy answer but there may be one which fits your concept better.
| avr |
You'll want the giantslayer and maybe titan breaker feats from spheres of might so that trip (or bull rush if you go back to launching uppercut) works and becomes easier on big enemies.
Pummeling charge like I said before. It's a no-brainer for an unarmed attacker, especially one who can get it early.
You may want the fighter feats weapon focus, weapon spec, greater weapon focus, greater weapon spec. I'm not sure you'll have the feats free of course given that you lose the brawler bonus feats but taking weapon focus so you can flex the rest is a possibility.
Talent-wise there are several dual wielding talents which give extra attacks, and even if you're not going to use launching uppercut or other counters you may like some boxing talents like shoulder roll or cross counter. If your GM at all likes setting up fights where you'll need to move significantly look at athletics sphere options.