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I would like to see one or more additional ways to spend panache. One possibility is:

If you have Panache when you take a reaction, you can expend your panache, and you retain your ability to use your reaction, but can not immediately use another reaction for the same triggering action.


Well - how are Boro Beads made? Actually I guess they are made by an alchemist who multi-classed into a wizard :P


I do not think the monk feature is enhancing your unarmed attack, it is just giving you one that is better than the norm. Much like a bastard sword is better than a long sword, but the bastard sword isn't an augmented long sword, it is a different weapon.

Of course, my alchemist grappler with FCT and monsterous form extracts would love it to be otherwise.


Well - I decided that the character is probably too awesome to use in a friendly game, so I guess I don't need any help or clarifications after all, thank you for your time.


Alchemical Grappler

I am after feed back and definitely ideas for magic items for a build. Also - a big one - to verify that it is all legal.

The base character is a Manoeuvre Master Monk(1 or 2) / Beastmorph Alchemist (rest)

The key feats are as follows:

Improved Trip (monk bonus, does not need Combat Expertise prereq)
Improved Grapple (Monk gives Improved Unarmed Strike)
Ki Throw
Binding Throw

Other feats to taste, although Combat Reflexes and Vicious Stomp would be ideal.

The Beastmorph eventually lets us add trip, grab, and pounce to our mutagenic form, and later still, top that off with some constrict.

Thusly, we have a character that can charge, do a full attack (or if enemies are to hand, just full attack), trigger trips and grabs off of a hit, and at the end of the full attack, have them prone and grappled next us. Flurry of Manoeuvres let us add an extra combat manoeuvre to a full attack at a modest penalty, and this can be a pin if our grabs were successful (grab only lets you initiate a grapple, not maintain it and do a pin in the process, but Flurry lets us do a combat manoeuvre without limits attached). THEN, Binding throw lets us use a swift action to make another grapple manoeuvre - which could be a bind if the last one failed, or a tie if we've a way to have a rope at hand. By the way, an Alchemist can get an extra arm that could be holding onto a chain . . .

Top this off with an extract of some polymorph Form. This may potentially add some rake or rend goodness into the mix. This would probably make the tie step impossible, although - reading the rules for polymorph, it says that features added by your class stick around after the shape change, and you are adding that extra limb - read the wording on both please and tell me what you think.

Taking another level of monk adds another manoeuvre feat sans prereq, with dirty trick being ideal. Now your flurry move can be this, to blind the enemy, and then your swift action from binding throw can be a pin. Loosing the tie may not be a big deal at this point, especially if you are in the form of a vicious little aurumvorax or something.

In summary - a grappler that can charge full attack pounce end in pin (and either tie or blind) in a single round. With many potential attacks with the right Form choice (aurumvorax is 5+4 rakes, there are other good ones) and a whole bunch of constricts. With a class that can easily get a lot of bonuses to strength.

Don't forget to also be a vivisectionist if you really want to.

Thoughts? Also, advice on getting MOAR bonuses to CMB?