Martial Controller: Brawler

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#1

christian_chaney

Oct 28, 2009 13:05:02

 


Brawler


 


"I have all the weapons I'll ever need"

 
CLASS TRAITS

Role: Controller. You control the battlefield through


   sheer strength of arm. Throwing your foes too and froe,


   your allies surround you as you clear a path through


   the enemy.


Power Source: Martial. You have practiced your skill for


   most your life. You have mastered the art of using


   your opponent's size against him. You know exactly


   what damage a well placed head butt can do. Your


   fists, feet, elbows, and knees are all the weapons you


   need.


Key Abilities: Strength, Constitution, Dexterity


 


Armor Proficiencies: Cloth, leather, hide


Weapon Proficiencies: Brawlers unarmed strike, simple


   ranged weapons


Implements: Brawlers unarmed strike


Bonus to Defense: +2 Fort, +1 Reflex


 


Hit Points at 1st Level: 10 + Constitution score


Hit Points per Level Gained: 4


Healing Surges per Day: 6 + Constitution modifier


 


Trained Skills: From the class skills list below,


   choose three trained skills at 1st level.


   Class Skills: Athletics (Str), Acrobatics (Dex),   


   Endurance (Con), Heal (Wis), Intimidate (Cha),


   Streetwise (Cha)


 


Build Options: Pummeling Brawler, Throwing Brawler


Class Features: Brawler's Unarmed Strike, Furious Grab,


   Instinctive Grab, Brawling Style


 


Brawlers come from every culture and all walks of life. Their weapons are bloody knuckles and bruised knees. Wading into combat they bludgeon their foes senseless and hurl their unconscious bodies about. With powerful throws and well-timed strikes they rule the battlefield. Trained by life experience and their own broken bones their art is known by all. With great stamina and superb agility the brawler moves throw combat with the poise of a chess master leaving nothing the devastation in his wake.


   As a brawler you see combat as nothing more then a test of your physical strength and the opportunity to challenge yourself with a worthy foe. Your foes timidly approach, not knowing what particular pain you will inflict on them. Battering your enemy mercilessly, those lucky enough to still be on their feet stagger about incoherently as you rain blow after blow.


   Your allies rally around you break formations with ease and cause pause even in the fiercest of creatures. You are no novice to fighting and even in the heat of battle you keep an ever-watchful eye. Waiting for the right moment to strike.


 


Brawler Class Features


Brawlers have the following class features.


 


Brawler's Unarmed Strike


You have learned to make unarmed attacks with devastating efficiency. When you make an unarmed attack, you can use the brawler's unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property, a reach of 1, and a +2 proficiency bonus, and the weapon damage die is 1d6. You must have a hand free to use your brawler's unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target.


   The Enchant Magic Item ritual (Player's Handbook,


page 304) can be used to turn your brawler's unarmed


strike into a magic weapon. For example, through


that ritual, you could have a +1 flaming brawler's unarmed strike.


 


Furious Grab


If a brawler hits with a grab attack he deals damage equal to his Strength modifier.


 


Instinctive Grab


A brawler can make a grab attack in place of a melee basic attack when performing an opportunity attack.


 


Brawling Style


The brawler has two different brawling styles, which you can choose from.


Bruiser: While you are not wearing heavy armor you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. You also gain the Hammer Strike class power.


Hurler: You reduce all forced movement by a number equal to your Dexterity modifier. You also gain use of the Meteor Throw class power.


 


Implements


Brawler's wield brawler's unarmed strike as implements. When you wield a magic brawler's unarmed strike  as an implement, you can add its enhancement bonus to the attack rolls and the damage rolls of brawler powers and brawler paragon path powers that have the implement keyword. Without an implement, you can still use these powers. If you score a critical hit with a magic brawler's unarmed strike when using it as an implement, you use the weapon's critical hit effect. You don't use a brawler's unarmed strike proficiency bonus when wielding the weapon as an implement.


 


Creating a Brawler

Your choice of ability scores and class features are based on the two builds available to the brawler, the pummeling brawler and the throwing brawler. All brawlers us strength for there attacks. Constitution adds to the brawlers ability to take attacks and deal damage, while Dexterity increases the brawlers ability to maneuver his enemies.


 


Pummeling Brawler

Your attacks leave your foes cowering on the ground at your feet. You attacks reflect brute force more than finesse. Preferring to fight one on one you are more than capable of taking on multiple foes. Your attacks focus on dazing your enemy and knocking them prone. Strength is your greatest asset, but your Constitution is equally important. Often it adds to the damage you deal, and increases your ability to go toe to toe with your enemies.


   Suggested Class Feature: Bruiser


   Suggested Feat: Fists of Stone


   Suggested Skills: Athletics, Endurance, Intimidate


   Suggested At-Will Powers: Dizzying Strike, Tornado


Strike


   Suggested Encounter Powers: Pummeling Strike


   Suggested Daily Powers: Barroom Brawler


 


Throwing Brawler
Your attacks focus on driving your enemy. With your great strength you toss your opponents around the battlefield. You enjoy fighting against large groups and even use the enemy against his own allies. Strength is your most important ability score, but your Dexterity is just as important. It allows your to more effectively move your targets around the battlefield and adds to your defenses as well.

   Suggested Class Feature: Hurler


   Suggested Feat: Iron Grip


   Suggested Skills: Acrobatics, Endurance, Streetwise


   Suggested At-Will Powers: Body Slam, Spinning Lariat


   Suggested Encounter Powers: Flying Tackle


   Suggested Daily Powers: Know your Enemy


 


Brawler Powers


Your brawler powers are called maneuvers. They rely on


your physical strength and superior combat techniques. At lower levels your powers focus on debilitating small groups and shifting them about the battlefield. As your power grows your enemies will learn that none of them are safe from your vicious onslaught.


 


Class Features

Each Brawler has one of the two following class features depending on which Brawling Style the chose.


 


Hammer Strike                      Brawler Feature


As your foe comes in for the attack you deliver a solid blow knocking him off his feet.


Encounter ¨ Martial


Immediate Interrupt              Melee touch


Trigger: An adjacent creature makes a melee attack


   against you.


Target: The triggering creature.


Effect: You knock the target prone


 


Meteor Throw                        Brawler Feature


As your foe comes in for the strike you are able to perform a dizzying attack that sends him on his heels.


Encounter ¨ Martial


Immediate Interrupt              Melee touch


Trigger: An adjacent creature makes a melee attack


   against you.


Target: The triggering creature.


Effect: You push the target 1 square.


 


 


 


LEVEL 1 AT-WILL MANUVERS

Body Slam                       Brawler Attack 1


Launching yourself at your foe, you hurl fist and elbow shove him aside.


At-Will ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Fortitude


Hit: 2d4 + Strength modifier damage, and you slide the


   target to any square adjacent to you. After you slide


   the target shift 1 square.


Increase damage to 4d4 + Strength modifier at 21st level.


 


Spinning Lariat                    Brawler Attack 1


Spinning wildly your arms batter your foes, staggering them into different directions.


At-Will ¨ Martial, Implement


Standard Action                Close burst 1


Target: Each creature in burst


Attack: Strength vs. Reflex


Hit: 1d6 + Strength modifier damage, and you slide your


   target 1 square.


Increase damage to 2d6 + Strength modifier at 21st level.


 


Dizzying Strike                    Brawler Attack 1


Fierce blow, after blow you leave your foe disoriented and open to further assault.


At-Will ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Willpower


Hit: 1d8 + Strength modifier damage, and the target is


   dazed until the beginning of its next turn.


Increase damage to 2d8 + Strength modifier at 21st level.


 


Punishing Throw                    Brawler Attack 1


With a well placed assault you send your foe flying, striking his own allies in the process.


At-Will ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Fortitude


Hit: 1d6 + Strength modifier damage, and you push the target 2 squares. Make a secondary attack.


   Secondary Target: Each creature adjacent to primary


   target.


   Secondary Attack: Strength vs. Reflex


   Hit: Strength modifier damage and the target is


   knocked prone.


Increase damage to 2d6 at 21st level.


 


Tornado Strike                    Brawler Attack 1


Landing blow after blow your opponents quickly try to get out of your way.


At-Will ¨ Martial, Implement


Standard Action                Melee touch


Target: One, two, or three creatures


Attack: Strength vs. Reflex


Hit: 1d4 + Strength modifier damage, the target is pushed


   1 and knocked prone.


Increase damage to 2d4 + Strength modifier at 21st level.


 


 


LEVEL 1 ENCOUNTER MANUVERS

Pummeling Strike                    Brawler Attack 1


With a vicious assault to your opponents, you leave them winded and crippled.


Encounter ¨ Martial, Implement


Standard Action                Melee touch


Target: One, two, or three creatures


Attack: Strength vs. Fortitude


Hit: 2d6 + Strength modifier damage, knocked prone, and 


   slowed until the end of your next turn.


   Bruiser: The attack deals extra damage equal to your


   Constitution modifier.


 


Flying Tackle                             Brawler Attack 1


With a great leap you slam into your enemy knocking him to the ground.


Encounter ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Reflex


Hit: 2d8 + Strength modifier damage, and the target is


   knocked prone. Shift 1 square


   Hurler: Shift a number of squares equal to your


   Dexterity modifier.


Special: When charging you can use this power in place


   of a melee basic attack.


 


Uppercut                         Brawler Attack 1


Finding an opportune moment you slam your foe in the head leaving him unable to fight.


Encounter ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength +2 vs. Fortitude


Hit: 3d4 + Strength modifier damage, and the target is


   dazed until the end of your next turn.


   Bruiser: Target is knocked prone


   Hurler: Target is pushed 1 square


 


Armtwisting Shove                 Brawler Attack 1


With a well placed assault you send your foe flying, striking his own allies in the process.


Encounter ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Fortitude


Hit: 2d6 + Strength modifier damage, you push the target


   3 squares and knock him prone. Make a secondary


   attack.


   Secondary Target: Each creature adjacent to primary


   target.


   Secondary Attack: Strength vs. Reflex


   Hit: 2d4 + Strength modifier damage and the target is


   knocked prone.


 


LEVEL 1 DAILY MANUVERS

Barroom Brawler                Brawler Attack 1


Flailing wildly you smash into any foe foolish enough to stand next to you.


Daily ¨ Martial, Stance


Minor Action        Personal


Effect: Any enemy that starts its turn adjacent to you takes 1d6 + Strength modifier damage and is knocked prone.


 


Know your Enemy                   Brawler Attack 1


Your ability to weave in and out of combat confuses and confounds your enemy.


Daily ¨ Martial, Stance


Minor Action        Personal


Effect: You gain a +1 bonus to AC and Reflex for each


   adjacent enemy. All enemies grant combat advantage


   while adjacent to you.


 


Skull Thump                                 Brawler Attack 1


Smashing down with all your force you stagger your foe, leaving him unable to think.


Daily ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Willpower


Hit: 3d6 + Strength modifier damage, and the target is


   stunned (save ends).


   Aftereffect: Target is dazed (save ends).


Miss: Half damage and the target is dazed until the end of your next turn.


 


Blinding Assault                 Brawler Attack 1


With several well placed slams into your opponents head you leave him disoriented and unable to see.


Daily ¨ Martial, Implement


Standard Action                Melee touch


Target: One or two creatures


Attack: Strength vs. Reflex


Hit: 2d6 + Strength modifier damage, and the target is


   blinded (save ends).


   Aftereffect: Target is slowed (save ends).


Miss: Half damage and the target is blinded until the end of your next turn.


 


LEVEL 2 UTILITY MANUVERS

Master Grappler                   Brawler Utility 2


Your skills at wrestling are great, with a simple shift of your weight your enemies cannot hold you.


At-Will ¨ Martial


Minor Action        Personal


Requirement: You are currently grabbed


Effect: You can attempt to escape from a grab.


 


On Your Feet                         Brawler Utility 2


Your foes attacks knock you onto your feet, but in the blink of an eye you are up and ready to face them.


Encounter ¨ Martial


Immediate Reaction               Personal


Trigger: You are knocked prone


Effect: You stand up.


 


Keep Your Distance          Brawler Utility 2


As your enemies approach you, you warily keep a good deal of space between you.


Daily ¨ Martial


Immediate Reaction               Personal


Trigger: An enemy moves adjacent to you.


Effect: Shift a number of squares equal to your Dexterity modifier.


 


 


LEVEL 3 ENCOUNTER MANUVERS

Stay Down                     Brawler Attack 3


As your opponent gets back to his feet you take the opportunity to strike, stealing his footing.


Encounter ¨ Martial, Implement


Immediate Reaction               Melee touch


Trigger: Adjacent enemy stands up from being prone


Target: Triggering enemy


Attack: Strength vs. Reflex


Hit: 2d8 + Strength modifier damage, the target is


   pushed 1 square and knocked prone


   Hurler: The target is pushed a number of squares equal


   to your Dexterity modifier.


 


Hammer Fist                      Brawler Attack 3


Clenching your fists together you spin wildly staggering your foes.


Encounter ¨ Martial, Implement


Standard Action                Close burst 1


Target: Each creature in burst


Attack: Strength vs. Reflex


Hit: 2d6 + Strength modifier damage, slide the target


   1 square.


   Bruiser: Effect: All creatures in burst take damage equal to your Constitution modifier.


 


Gut Shot                                    Brawler Attack 3


Gathering your strength you deliver a crippling blow to your enemy, leaving him unable to fight.


Encounter ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength +2 vs. Fortitude


Hit: 3d4 + Strength modifier damage, and the target is


   weakened until the end of your next turn.


   Bruiser: Target is also slowed until the end of your


   next turn


   Hurler: Target also grants combat advantage until the


   end of your next turn


 


Double Fling                      Brawler Attack 3


With a well placed assault you send your foe flying, striking his own allies in the process.


Encounter ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Fortitude


Hit: 3d6 + Strength modifier damage, the target is


   pushed 3 squares, and knocked prone. Make a


   secondary attack.


   Secondary Target: One creature adjacent to primary


   target.


   Secondary Attack: Strength vs. Reflex


   Hit: 2d6 + Strength modifier damage, the target is


   pushed 2 squares. At the end of the push, the target


   and any enemy adjacent to the target is knocked prone


 


LEVEL 5 DAILY MANUVERS

Punishing Assault                Brawler Attack 5


With brutal force you hammer your foe back, following his every step vicious attacks.


Daily ¨ Martial, Implement


Standard Action                Melee touch


Target: One, two, or three creatures


Effect: Shift your movement. At any point during this 


   movement you may make 3 attacks.


Attack: Strength vs. Fortitude


Hit: 1d8 + Strength modifier damage and the target is


   pushed 1 square


   Miss: Half damage and the target is pushed 1 square


 


Drop Kick                                         Brawler Attack 5


With all your might you leap into the air kicking your opponent and sending him flying.


Daily ¨ Martial, Implement


Standard Action                Melee touch


Target: One creature


Attack: Strength vs. Reflex


Hit: 3d8 + Strength modifier damage, and the target is


   pushed 4 squares and knocked prone. Any enemy


   who's square the target passes through takes Strength


   modifier damage and is knocked prone.


   Effect: You are knocked prone


Miss: Half damage and the target is pushed 2 squares


   and knocked prone. Any enemy who's square the


   target passes through is knocked prone.


Special: When charging you can use this power in place


   of a melee basic attack.


 


Furious Foe                         Brawler Attack 5


With hate filled menace in your eyes your become a whirlwind of destruction.


Daily ¨ Martial, Stance


Minor Action        Personal


Effect: Any enemy that starts its turn adjacent to you


   takes 1d8 + Strength modifier damage and dazed until


   the end of your next turn.


 


Head Smash                                     Brawler Attack 5


You seize two of your foes, smashing their heads together, leaving them battered and broken.


Daily ¨ Martial, Implement


Standard Action                Melee touch


Target: Two creatures adjacent to you and each other


Attack: Strength vs. Fortitude


Hit: 3d6 + Strength modifier damage, and the target is


   stunned (save ends).


   Aftereffect: Target is dazed (save ends)


Miss: Half damage and the target is dazed until the end


   of your next turn.

#2

generalhenry

Oct 28, 2009 13:28:44

no show stopping flaws, but a number of issues.


 


1.  the hit points are too low. 


2. optimized bruisers would be best off picking up heavy shields, which is odd.


3. The grab OAs are a very defender class feature


4. the boards messed up your formatting, it's annoying.  The only real way to do it is to format your post in an html editor.

#3

christian_chaney

Oct 28, 2009 14:14:03

1) The hit points have been touch and go. My first several rounds of playtesting went good. Didn't go down any more than other characters. The class is designed to move in with at-wills so (which most of them are designed to get the enemy away from you a little) The encounters or more for when enemies come and attack you so you still have a move action after you attack them.


2) The shield wouldn't be so odd. The spartans made it work, as did Captain America Tongue out


3) No one really grabs so its hard to attach it to any role.


4) I couldn't find any good way to post it! Grrr.... I have it on microsoft word and can make it a pdf but no matter how I cut and pasted it it looked awful!

#4

generalhenry

Oct 28, 2009 15:18:23
1. still I'd bump them up to druid level HP
2. If it works for you them it's fine. It's a style issue, not a balance issue.
3. It's the OA part that's the issue for me. It makes it so you can force melee monsters to attack you.
4. check the power block sticky up top. Or have word save your document as html, then paste it in the forums edit html mode.