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Introduction
The purpose of this Pathfinder Brawler Build Guide is to provide a “quick tips checklist” of things to do to when making a 13th level or lower hybrid class Brawler build from the Pathfinder Advance Class Guide. It will start by reviewing the structure & the Strengths / Weaknesses of the class. It will follow by giving quick tips on how to take advantage of the structure / strengths of the class and make up for the weaknesses of the class. Leave helpful comments below critiquing and/or adding to the advice given below.
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Structure of the Class: Strengths and Weaknesses and Okays
1. As with all classes, you can customize through the selection of leveling feats, skills, traits, race, multiclassing and items.
2. The Brawler class allows for further customization through the selection of Bonus Combat Feats (at 2nd, 5th, 8th, and 11th level) and Maneuver Training (at 3rd level and every 4 levels thereafter).
3. The Brawler Class allows for adaptability through Martial Flexibility. So 3+1/2 Brawler level times per day, the Brawler can select a feat (5th level and lower), two feats (9th level and lower), and three feats (9th level through 13th level) that he does not know and use them for the next minute. Martial Flexibility is not affected by an Intelligence score lower than 13 thanks to Brawlers Cunning. Further, the feats you select can serves as prerequisites for one another. This can open up incredible possibilities. For instance, a 9th Brawler who has somehow gained proficiency with a bow and who just has Point Blank Shot could pick Rapid Shot, Precise Shot, and Deadly Aim and instantly become an archer.
4. The Brawler Class allows for further adaptability by allowing the Brawler to retrain his Bonus Combat Feats at levels 5, 8 and 11.
5. The Brawler is only proficient with all simple weapons plus the handaxe, short sword, weapons from the close fighter weapon group and light armor. By the way, the Brawler is the only class that is proficient with Shields as a weapon and not as a shield. I assume this means that they can decide to wield a shield as a weapon and not use it as a shield, thus avoiding the Armor Check Penalty being applied to the weapon attacks.
6. The skill selection is pretty good offering Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Further, the skill points are 4+Int.
7. Every Brawler is a natural at hand-to-hand and close weapon combat gaining Unarmed Strike, Brawler’s Flurry (Two Weapon Fighting & Improved TWF with unarmed strike and all other close weapons), and increased weapon die damage with unarmed and all other close weapons as he progresses in level.
8. The Brawler gains a +1 AC dodge bonus at levels 1, 9 and 13 which is effective as long as he is wearing light armor or no armor. This might even be blue if you are a dexterous build and were only planning on wearing light armor anyway.
9. The Brawler class is a full BAB class.
10. The Brawler has a poor Will Save and a strong Fortitude and Reflex Save.
11. The Brawler has no alignment restrictions.
12. The Brawler has the second highest hitpoint progression D10.
13. The Brawler can be built with one main stat (Str or Dex) and one dump stat (Chr).
The Archetypes are Great, Okay and Horrible
1. The Exemplar Archetype does a poor job at trying to turn this apex martial class into a bard and sacrifices way too much (Unarmed strike, Maneuver training, AC Bonus, and Brawler’s Strike) trying to do it.
2. The Mutagen Mauler Archetype allows access to Alchemist Mutagens, extra damage on melee damage rolls while in mutagenic form, and increased speed and perception abilities at the sacrifice of Martial Flexibility and the AC Bonuses. I say this is at least an even trade and for the right build it is a clear step up. At 10th get the Preserve Organ Mutagen because you can’t use Feral Mutagen attacks with your Brawler’s Flurry and because the other discovery options are terrible.
3. The Shield Master – This class offers a lot of great stuff for a shield build at first glance; however, there are kinks with the archetype that if you are not aware of them will lead you to making a useless build. See this post and hit the FAQ button if you want Paizo to fix the kinks. The concerns listed as 1-3 in the link provided are legitimate concerns. The fourth listed concern is not a problem that needs to be fixed. If Paizo ever fixes this Archetype then it will be blue for building a shield using character.
4. The Snakebite Striker is okay if you want a little sneak attack + some extra stuff in your life and do not mind giving up Martial Flexibility and Maneuver Training. Sneak attack from other classes stack with this archetype so a 1 to 4 level dip into Rogue or Ninja, depending on the build concept, might not be a bad thing. After all, you don’t have to worry about two class abilities that scale with class advancement anymore.
5. The Steel-Breaker Archetype – I say no mainly because your chances of being successful at Exploit Weakness is slightly better than a toss-up against level appropriate to level appropriate + 2CR creatures.
6. The Strangler Archetype – This stinks. You give up way too much to be less effective as a grappler than you would naturally be as a hand to hand combatant. Now, I can see a druid who likes to wildshape into a creature with grab taking a two level dip into this Archetype.
7. The Wild Child Archetype allows access to an Animal Companion and the Ranger (Skirmisher) Hunter’s Tricks; however, the Brawler must give up his Bonus Feats at levels 2, 5, 8, and 11. He must also give Close Weapon Mastery which is what allows him to deal increased weapon damage with close weapons. Since this is a guide for building level 1 thru 13 characters, I have to say that the trade-off is fair because Animal Companions are viable at such levels. Further Hunter’s Tricks, while not as good as feats, are a decent replacement for losing your Bonus Feats.
Build Advice
Sure up your Will Saves: The poor Fortitude and Reflex Saves must be addressed with Greater Fortitude, Improved Reflexes, the proper selection of race traits, regular traits, physical stats, physical ability stat items, a one level dip into another class, and/or a Cloak of Resistance.
Pick Some Skills: There are a lot of good class skills for you to pick from. Make sure that the skills you need as prerequisites for feats you will want to get through Martial Flexibility are accounted for. In fact, this may be the driving force for your skill selections – even if the skills are not on your skill list – but something tells me that they are.
Choose Your Fighting Style: Okay, now it is time to talk about the Quintessential Brawler (“QB”). He is strong enough to be called an optimized character on his own. All other Brawler should be compared to him to judge if they are worth playing. After all, if you are play a weaker character than the QB, why? That said, the QB should make the most of the natural given abilities of the Brawler.
- He should two weapon fight (“or Brawler’s Flurry”) with his unarmed strikes and close weapons. You gain all of the two-weapon fighting feats for free (as long as you are fighting with Close Weapons)
- He should take advantage of Maneuver Training by using combat maneuvers while fighting to control the battlefield. In order of importance I suggest feats centered around tripping, dirty tricks, and grappling.
- With a dip in another class, he could expand his abilities to range attacks with a bow or with a gun. If you decided to go with a tripping build as well, then you will have two very needy feat builds. With that said, you should be able to pull it off with Brawler’s Cunning and Martial Versatility.
- Conversely, you could just focus on melee combat, which should leave a number of level feats available for non-combat related things, as long as you use Martial Versatility to your advantage.
Choose Your Archetype: You have options or you could stay as a standard Brawler.
- If you are willing to give up Martial Flexibility, then Mutagen Master (get some mutagens in your life) and Snakebite Striker (needing a little sneak attack) are possibilities. With either one, you will dish out more damage, but will likely be focused in one combat style.
- If you want to Two-Weapon Fight with shields, then the Shield Master is a no brainer. Since you do not give up Martial Flexibility, the only reason not to be a Shield Master is… well there is no sane reason other than flavor. And actually, flavor is a consideration for Brawler builds since there are many effective builds (albeit some more than others) that can be had.
- If you believe that two is better than one, then Wild Child is the way to go to get an animal companion into the mix. My personal favorites are the Roc or one of the pouncers. With that said, there are some other good animal companions to choose from.
Choose the Archetype / Arcane Exploits that are effective and match your chosen Party Role.
Choose the Appropriate Starting Stats: Given that there are so many potential builds for Brawlers, I will just say make sure your Wisdom is 12 to offset you poor natural Will Save.
Conclusion
Okay, I think the class is that simple. You will have a Standard Brawler or reasonable Brawler Archetype with viable saves, hitpoints, AC, initiative, and skill points.
Other Pathfinder Hybrid Guides
Arcanist Build Guide
Brawler Build Guide
Bloodrager Build Guide
Hunter Build Guide
Slayer Build Guide
Investigator Build Guide
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What about living weapon archetype ?
Android brawler archetype ?
Also what is it compatible with ?