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| #1christian_chaneyOct 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 FeaturesBrawlers 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.
ImplementsBrawler'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 PowersYour 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 touchTrigger: 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 touchTrigger: 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 grabbedEffect: 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 PersonalTrigger: 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 PersonalTrigger: 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. |
| #2generalhenryOct 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. |
| #3christian_chaneyOct 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 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! |
| #4generalhenryOct 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. |