VMC - what ones are worth it in general and what one should i add to a brawler i'm building


Advice


so this is not my usual Request for build help

I basically like to know of the VMC choices what ones are Worth it and what ones would be best avoided

and what one would fit good on a good old fashion beat'em down Brawler?


What level range?


Pathfinder Adventure, Adventure Path, Card Game, Lost Omens, Rulebook Subscriber
Nosta1300 wrote:

so this is not my usual Request for build help

I basically like to know of the VMC choices what ones are Worth it and what ones would be best avoided

and what one would fit good on a good old fashion beat'em down Brawler?

I've got a Brawler/VMC Barbarian in a game and they're pretty solid. Rogue VMC is also decent. Oracle is garbage.


Lelomenia wrote:
What level range?

3- 11 Is the normal ranger for my group


Vmc Magus is one of the best out there, the arcane pool would be a godsend for a brawler and many magus arcana are very good even if you don't have spells.


Kasoh wrote:
Nosta1300 wrote:

so this is not my usual Request for build help

I basically like to know of the VMC choices what ones are Worth it and what ones would be best avoided

and what one would fit good on a good old fashion beat'em down Brawler?

I've got a Brawler/VMC Barbarian in a game and they're pretty solid. Rogue VMC is also decent. Oracle is garbage.

oh may i ask your build for your brawler / vmc Barbarian ?


baggageboy wrote:
Vmc Magus is one of the best out there, the arcane pool would be a godsend for a brawler and many magus arcana are very good even if you don't have spells.

oh that sounds neat?

what archetype of brawler do you recommend?


Pathfinder Adventure, Adventure Path, Card Game, Lost Omens, Rulebook Subscriber
Nosta1300 wrote:
Kasoh wrote:
Nosta1300 wrote:

so this is not my usual Request for build help

I basically like to know of the VMC choices what ones are Worth it and what ones would be best avoided

and what one would fit good on a good old fashion beat'em down Brawler?

I've got a Brawler/VMC Barbarian in a game and they're pretty solid. Rogue VMC is also decent. Oracle is garbage.
oh may i ask your build for your brawler / vmc Barbarian ?

I DM it, so not really my wheelhouse, but its a Constructed Pugilist Brawler/VMC Barbarian. High Str, Punch Things with Robot Arm, lots of static bonus feats because the player doesn't like keeping track of variables. I also let them use Unchained Barbarian Rage as opposed to classic Rage.


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Actually the vanilla brawler is one of the better options. I usually use that unless I'm just dipping, the snakebite strike or wild child are decent dips


Most of the hybrid classes are best without an archetype. I have to double up on VMC magus. One of my players used it to great effect with unchained rogue. I forgot what arcane talent they took, but it helped them make the enemy flat footed for sneak attack damage.


SorrySleeping wrote:
Most of the hybrid classes are best without an archetype. I have to double up on VMC magus. One of my players used it to great effect with unchained rogue. I forgot what arcane talent they took, but it helped them make the enemy flat footed for sneak attack damage.

I Really like the Idea of Brawler - VMC Magus however I'm unsure if its doable considering you need Int to get Arcane pool points (Besides what you get from your level (-2) How would you do a 20 point buy stat for one?


I'd just have 12 int, no more than 14. A single pool point will make your unarmed strike magic for a minute which is longer than most fights, by the time you need more than that you have plenty of points due to simply leveling. Some good magus arcana for a non caster are familiar, disruptive, and prescient attack. At higher levels also bane blade, dispelling strike, hasted assault, ranger trap, and spell breaker.


As stated, Barbarian and Magus are strong VMCs for any melee martial.

Once a day, Cavalier can be an amazing boost to damage against one target, especially with a larger number of attacks like Brawlers get. They can also do fun things with their order and teamwork abilities.

Lastly, by level 11 most groups haven't gone too far into upgrading their ability boosting belts or headbands. A VMC Wizard with Transmutation (Enhancement) can at level 10 have a flexible +3 enhancement bonus to a physical ability score all day long, and slap themselves or an ally for another +4 enhancement bonus to any ability score and +3 natural armour that lasts for 5 rounds. This is amazing in surprise rounds, and can be worth your first round's standard action as that is, for example if you boost dex, a +5 bonus to your AC. You also get a familiar that has various uses with familiar archetypes, and at 11 you could pick up a nifty utility cantrip like Detect Magic (this part's less exciting, but the school powers really lift weight for boosting your raw numbers).


I once played an Exemplar (Brawler)/Chevalier//VMC Cavalier (Eastern Star order) that focused on defensive fighting and party buffs. I was trying to create a character that had no inherently magical abilities (supernatural abilities were cutting it close) and could only rely on items to "use" magic.

I had a blast with him.

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