Chuffy Lickwound

Lance Manstrong's page

Organized Play Member. 68 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Ive been messing around with an idea for mixing sensei/ki mystic and ninja.

Essentially a seemingly harmless, unarmed old man. That’s secretly a deadly old man!

I know this probably isn’t all that optimized and “deadly” is a
Bit of a stretch. But I was looking for ideas to make it fun and at least effective.

Ki mystic/sensei for bard buffing and using ki powers on others, plus wis to hit.
Ninja for sneak attack, ki pool stacks, and vanishing trick/forgotten trick. Plus extra skills for bluff/stealth stuff.

Ive looked around but mostly just found arguments (on the internet?! Crazy...). So any tips or ideas would be great. Thinking maybe snake style but whatever works best.

Thanks!


I've been looking into ways to make an unarmed character that has a little more to it than just a monk. Like in the thread title, more like Akuma or a fighting game character. Able to pull off special attacks/strikes/blasts, as often as possible and as close to level one as possible. I was only able to come up with a few possibilities:

1. An unarmed magus. Either the hex crafter, kensai, or...there was one other archetype for unarmed but it escapes me at the moment. I'll admit I've never played a magus so I only have a basic grasp of the class.

2. A kineticist. I'm not sure if the annihilator archetype would work better than the vanilla. I have heard the unarmed version is not good. Was thinking the kinetic blade is mostly asthetics anyway so it could easily look like an unarmed strike + energy.

3. Monk as a dip for a sorcerer or something...

I'll apologize ahead of time if I missed similar threads where this has been answered already. Just wanted to throw this out to the wisdom of the board.


Sorry if this has been answered somewhere else but I couldn't find anything specific. My Tetori monk is getting snapping turtle clutch before next game. Just wondering how it would work for the following:

Beginning of my turn.
Move action provokes aoo which triggers snapping turtle clutch. I start a grapple as an immediate action.
Does my turn end? Do I still have a standard action? Can I use it to grapple?

From everything I can find it looks like I could use the standard action. But would I need to maintain the grapple with it? Could I go right to pin or damage? Could I make an attack with it?

The grapple rules and charts all refer to the 2nd round of the grapple. So I'm not sure how to apply them. I think I know but I'll need to bring this up with the group and wanted some other thoughts on it.


My group is taking a break from its Kingmaker campaign, switching DMs, and trying Hells Rebels. I've been wanting to try a grappler for a while now so my question is if its a good fit for the adventure path?

Rolled stats:
11
13
12
16
16
9

Tetori is supposed to be the way to go but I was thinking maybe mixing in 2 levels of strangler brawler for the extra damage per grapple check. Don't know how big of a hit I would take for it. It will be a while before I can afford/find anacondas coils to pull of the constrict/grab fun since we're starting at level 1. I'm not sure what the others are playing yet aside from one rogue of some sort (hopefully the unchained version).

There may also be the issue of getting the character concept to work in the adventure path. After reading the players guide I'm wondering how much sense my wannabe Zangief makes sense as a rebel.


I was working on an idea for a backup character and came up with an older cleric who had survived a tpk. The original idea was a level of crusader cleric into sensei as sort of an older mentor to the party. I was planning on picking up crusaders flurry when I realized sensei doesn't have flurry of blows.

I was really hoping to avoid monk weapons and just go with a longsword but I may be stuck. Didn't really want to do more than a 1-2 level dip to pull it off.

One level of sacred fist war priest into cleric before sensei? Didn't really need the flurry except for the feat but I'll take it...

Any suggestions?
Would that be worth it?

Would start at 5th or 6th level in a kingmaker campaign. Focusing on the buffing stuff of the sensei but should be able to hold his own being mostly wisdom and dex based. Plus the guided weapon property.


3 people marked this as FAQ candidate.

I'm not sure if this is a dumb question or not but I didn't see it answered anywhere. The rules for grappling say:

"Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll."

Does this apply to both people in the grapple? Just the initial attempt or every grapple check? Its not mentioned anywhere again in the grapple rules that I saw.


Working on an idea for a grappling character and going through the forums but I'm still not sure which to go with. I'm not looking to tie up opponents just control, damage, and man handling awesomeness. I can make either work thematically. Character starting at 8 or 9th level.

I know the tetori gets inescapable grasp but the brawler gets sneak attack grapple damage and martial flexibility.

Bruno Breakbone has amazing advise. Hes a tetori but recently spoke very highly of the strangler.

Edited for spelling error.