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| #1adamclareMay 09, 2011 16:19:29 | I've been playing around with building an essentials style version of the brawler fighter and wanted to see what everyone thought of it. Wrestler: Fighter Subclass Martial Defender Key Abilities: Strength; Charisma, Dexterity Armor Proficiency: Cloth, Leather, Hide, Chain, Scale Weapon Proficiency: Simple Melee, Military Melee, Simple Ranged, Military Ranged. Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 15 + Constitution Score. Hit point per level: 6 Healing Surges: 9 + Constitution Modifier Trained Skills: From the class skills below choose 3 skills at 1st level. Class Skills: Acrobatics, Athletics, Bluff, Endurance, Heal, Intimidate, Streetwise. Level 1: Feat. Defender Aura, Grapple, Wrestler’s Defense, Two Wrestler Stances, Power Strike, Bare-Fisted Fighter. Level 2: +1 Feat. Level 2 Utility Power. Level 3: Improved Power Strike. Level 4: +1 Feat. Ability score increase. Combat Fitness. Level 5: Powerful Fist. Level 6: +1 Feat. Level 6 Utility Power. Level 7: Extra Wrestler Stance. Superior Grapple. Level 8: +1 Feat. Ability score increase. Steady Feet. Level 9: Improved Combat Fitness. Level 10: +1 Feat. Level 10 Utility Power. Defender Aura: As in Heroes of the Fallen Lands Grapple: At-Will * Martial, Weapon Opportunity Action Melee Touch Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. Requirement: You must have a hand free. Attack: Strength vs. Reflex. Hit: Strength modifier damage. Slide the target 1 square to a square adjacent to you and grab the target. The grab ends automatically at the end of your next turn. Special: When you hit a creature with Grapple, you may use Power Strike as though you had hit with a melee basic attack. Wrestler’s Defense: While you have at least one hand free or grabbing a creature and are not using a shield, you gain a +1 bonus to AC and a +2 bonus to Fortitude. Bare-Fisted Fighter: You gain a +2 enhancement bonus to the attack rolls of unarmed attacks and a +2 bonus to Grab attacks and attacks to move a creature you’re grabbing. These bonuses increase to +4 at 11th level and +6 at 21st level. You are considered to have the Brawler Style fighter talent class feature.
Fighter Stances: Grappler’s Stance: At-Will * Martial, Stance Minor Action Personal Effect: Whenever you hit with a melee basic attack, if you have a hand free, you grab the target. The grab ends automatically at the end of your next turn. Unbalancing Stance: At-Will * Martial, Stance Minor Action Personal Effect: Whenever you hit with a melee basic attack, you may shift 1 square and slide the target 1 square into the square you left. Toppling Stance: At-Will * Martial, Stance Minor Action Personal Effect: Whenever you hit with a melee basic attack, instead of dealing damage as normal, you may instead deal damage equal to your Strength modifier and knock the target prone. Battle Wrath Stance: As in Heroes of the Fallen Lands Poised Assault Stance: As in Heroes of the Fallen Lands Defend the Line Stance: As in Heroes of the Fallen Lands Power Strike: As in Heroes of the Fallen Lands Combat Fitness: You gain a +2 bonus to Acrobatics, Athletics, and Intimidate checks. Powerful Fist: The damage die of your unarmed attacks, spiked gauntlet and talid increases by one size. Superior Grapple: Whenever you use Power Strike while you have a hand free, the target is also Grabbed (until escape). Steady Feet: Encounter * Martial Immediate Interrupt * Trigger: You would be subject to forced movement. Effect: You negate the forced movement. Improved Combat Fitness: The bonus granted by your combat fitness class feature increases to +4. |
| #2adamclareMay 09, 2011 16:21:14 | Paragon Wrestler: Level 11: +1 Feat. Ability score increase. Level 12: +1 Feat. Level 13: Improved Power Strike. Level 14: +1 Feat. Ability score increase. Level 15: Forceful Grapple Level 16: +1 Feat. Level 16 Utility Level 17: Extra Grappling Fighter Stance. Level 18: +1 Feat. Ability score increase. Level 19: Inevitable Victory Level 20: +1 Feat. Forceful Grapple: When you hit with Grapple, you can slide the target an additional 3 squares to any square adjacent to you. Inevitable Victory: You can make an Intimidate check on a creature grabbed by you as a minor action. Paragon Path: Master of the Ring Prerequisite: Only a Wrestler can take this Paragon Path. Level 11 Feature: Wrestler’s Glory: You gain resistance to all damage equal to your Charisma modifier against creatures grabbed by you. At level 21 this resistance increases to 5 + your Charisma modifier. Level 11 Feature: Wrestler’s Action: When you spend an action point to take an extra action, you knock each adjacent enemy prone. Level 11 Feature: Improved Power Strike: You gain one more use of Power Strike per encounter but can still only use it once per turn. Level 12 Feature: Not So Fast: Encounter * Martial Free Action Melee Touch Trigger: You miss with Grapple. Target: The triggering creature. Effect: You knock the target prone. Level 16 Feature: Unbreakable Grip: You do not release a grab because you are unable to take actions. If you do not sustain a grab on your turn, it ends as normal. Level 20 Feature: Tightening Grip: Once per encounter when you use Power Strike on a creature grabbed by you, that creature is Restrained until it is no longer grabbed by you. |
| #3adamclareMay 09, 2011 16:21:45 | Epic Wrestler: Level 21: +1 Feat. Ability Score Increase. Level 22: +1 Feat. Level 22 Utility Power. Level 23: Crowd Favorite Level 24: +1 Feat. Ability Score Increase. Level 25: Epic Fitness Level 26: +1 Feat. Level 27: Glory’s Reward Level 28: +1 Feat. Ability Score Increase. Level 29: Spirit of War Level 30: +1 Feat. Crowd Favorite: You gain a bonus to damage rolls against creatures grabbed by you equal to your Charisma modifier. Epic Fitness: The bonuses granted by your combat fitness class feature increases to +8. Glory’s Reward: If you start your turn grabbing a hostile creature, you gain temporary hit points equal to 5 + your Charisma modifier. Spirit of War: As in Heroes of the Fallen Lands |
| #4ferdilMay 10, 2011 12:17:33 | Seems really good, a few things: It's missing the static bonuses used for balancing the lack of dailies. Such bonuses are, for a defender, +1/2/3 to all damage at 5th/15th/25th (you can use 9th instead of 5th); also it should get a +1 to all attacks at 1st level. All this is for balancing the lack of dailies. Don't worry, I have already done the math for you. :D The skill bonuses from Combat Fitness should not scale, because skills grow up almost linearly, so a +2 bonus counts as much as 1st as at 30th level. +8 at epic tier is really unbalanced, they basically win all rolls. Also, giving a free static bonus to skills isn't a good idea, too strong. You should make it situational, like «a +2 bonus to all Athletics, Acrobatics, and Intimidate checks involving you grabbing someone or something». Apart from those obvious mistakes, it seems good. Needs to be playtested. |
| #5Janx_14May 11, 2011 11:18:11 | Seems really good, a few things: The +1 hit to all attacks that the essentials fighters get is not to balance out lack of dailies. The Weaponmaster Fighter's original 2 builds both give +1 hit. |
| #6ferdilMay 11, 2011 13:13:27 | Yes, yes it is. The fact that the Weaponmaster has a +1 bonus is unrelated. It is a specific feature of the Weaponmaster, which, anyway, was originally published in 2008 and has very different design assumptions than the ones used in Essentials and post-Essentials books. Design shifts over the years. The +1 to the Weaponmaster's attacks was given to balance out other features that other classes from the original PHB got. Even if the class feature has the same name, from a balancing point of view they don't have the same function. Having said that, all Essentials classes published to this day without dailies have a +1 bonus to accuracy (the scout can choose between a +1 to accuracy and a +2 to damage). So, if you assume that Essentials classes are balanced with one another, you can infer that every daily-less Essentials class needs a +1 bonus to accuracy (or something of equal value to balance it out). |
| #7mhbjarkistefMay 11, 2011 13:40:53 | Wow, I thought this would've gotten more comments than this! I love this!!! Those grapples that "end automatically" can they be sustained? The increased size of spiked gauntlet, does it stack with feats that have the same effect? Is it just me that thanks the non-scaling +2 ENHANCEMENT BONUS with unarmed weapons is only useful at lower heroic and then becomes utterly useless? "Grabbed (until escape) IMO should be grabbed until the end of your next turn (sustain minor) Agreed on the skill bonuses. Make it +2 and keep it at that. Does he get Inescapable Hold as a bonus feat somewhere along the way? That's the feat that makes all escape attempts go against fort, right? Keep this build alive and find someone who can but it up into a PDF for ya. I would love to have this saved! |
| #8ferdilMay 11, 2011 14:42:05 | Is it just me that thanks the non-scaling +2 ENHANCEMENT BONUS with unarmed weapons is only useful at lower heroic and then becomes utterly useless? Nah, it scales at +4 and +6 at paragon and epic +1 to the Inescapable Hold idea, maybe bake it into a class feature. Btw, I did not stress this enough. To the OP: GREAT WORK |
| #9mhbjarkistefJan 07, 2012 6:43:50 | I can haz formatting/pdf/doc? |