Sylph

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Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Also, can/should we consult with one another before the game? I'd hate to show up and have several copy-cat characters.


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For those of you not familiar, Zangief is Russia's premier pile-driving-bear-wrestler extraordinaire in the world of Street Fighter. He's the quintessential grappler of the 2d fighter world; no ranged moves, a lot of hard hitting punches and kicks, and his iconic Spinning Pile Driver. I'd always wanted to play some sort of wrestling/throw focused character, so I figured I'd write up a build to try and get some feedback.

Race: Orc (dat +4 str doe)

Str: 18
Dex: 14
Con: 13
Int: 8
Wis: 12
Cha: 7

Level order:
1st Monk (Maneuver Master)
2nd Brawler (We need Brawler's cunning, and Martial Flexibility helps too)
3+ All Monk

Feats:
1st: Ki Throw, Improved Trip (Thanks Maneuver Master)
3rd: Power Attack, Combat Reflexes
5th: Enhanced Ki Throw
7th: Combat Expertise, Improved Bull Rush
9th: Vicious Stomp
11th: Spinning Throw, Greater Trip

So by 12th level, you are able to trip an enemy, apply damage via Enhanced ki throw, make an AoO for them falling from Vicious Stomp, AND make an AoO off of Greater Trip. Not interested in fighting this particular enemy? No worries, throw them to someone else using Spinning throw. Or, if you're feeling cheeky, use your brawler level to turn on improved ki throw, and throw them into one of their own friends (spinning throw optional). It's a prone enemy party!

Thoughts and tweaks are appreciated!


For those of you not familiar, Zangief is Russia's premier pile-driving-bear-wrestler extraordinaire in the world of Street Fighter. He's the quintessential grappler of the 2d fighter world; no ranged moves, a lot of hard hitting punches and kicks, and his iconic Spinning Pile Driver. I'd always wanted to play some sort of wrestling/throw focused character, so I figured I'd write up a build to try and get some feedback.

Race: Orc (dat +4 str doe)

Str: 18
Dex: 14
Con: 13
Int: 8
Wis: 12
Cha: 7

Level order:
1st Monk (Maneuver Master)
2nd Brawler (We need Brawler's cunning, and Martial Flexibility helps too)
3+ All Monk

Feats:
1st: Ki Throw, Improved Trip (Thanks Maneuver Master)
3rd: Power Attack, Combat Reflexes
5th: Enhanced Ki Throw
7th: Combat Expertise, Improved Bull Rush
9th: Vicious Stomp
11th: Spinning Throw, Greater Trip

So by 12th level, you are able to trip an enemy, apply damage via Enhanced ki throw, make an AoO for them falling from Vicious Stomp, AND make an AoO off of Greater Trip. Not interested in fighting this particular enemy? No worries, throw them to someone else using Spinning throw. Or, if you're feeling cheeky, use your brawler level to turn on improved ki throw, and throw them into one of their own friends (spinning throw optional). It's a prone enemy party!

Thoughts and tweaks are appreciated!


For those of you not familiar, Zangief is Russia's premier pile-driving-bear-wrestler extraordinaire in the world of Street Fighter. He's the quintessential grappler of the 2d fighter world; no ranged moves, a lot of hard hitting punches and kicks, and his iconic Spinning Pile Driver. I'd always wanted to play some sort of wrestling/throw focused character, so I figured I'd write up a build to try and get some feedback.

Race: Orc (dat +4 str doe)

Str: 18
Dex: 14
Con: 13
Int: 8
Wis: 12
Cha: 7

Level order:
1st Monk (Maneuver Master)
2nd Brawler (We need Brawler's cunning, and Martial Flexibility helps too)
3+ All Monk

Feats:
1st: Ki Throw, Improved Trip (Thanks Maneuver Master)
3rd: Power Attack, Combat Reflexes
5th: Enhanced Ki Throw
7th: Combat Expertise, Improved Bull Rush
9th: Vicious Stomp
11th: Spinning Throw, Greater Trip

So by 12th level, you are able to trip an enemy, apply damage via Enhanced ki throw, make an AoO for them falling from Vicious Stomp, AND make an AoO off of Greater Trip. Not interested in fighting this particular enemy? No worries, throw them to someone else using Spinning throw. Or, if you're feeling cheeky, use your brawler level to turn on improved ki throw, and throw them into one of their own friends (spinning throw optional). It's a prone enemy party!

Thoughts and tweaks are appreciated!


Thanks, that gets things off to a good start. :)

I'm at this point looking at what should be done about the spirit animal's special abilities. It seems to me that the Spirit Abilities should be the ones related to the creation and command of the undead, but I wondered if it would be appropriate to remove the beast tongue revelation, and just let the Juju Shaman speak directly to their spirit animal. Any thoughts on that?


Hey folks, I'm running Serpent's Skull for my group right now, and one of my friends is coming into the game as the new Shaman class. Now, his character is already going to have a very strong Rafiki/witch doctor/mwangi flavour, but I'd really love to give him the option of choosing Juju as his primary Mystery. I was wondering if folks had any ideas for adjusting the Juju mystery for the Shaman archetype, as this is something I've never tried to do before.

In my mind the spells gained can probably stay the same, but I'm not sure what to do about the revelation to hex conversion. Should I supplement some of them with normal witch hexes? Any advice is welcome, and thanks in advance!