Serpentfolk Grappler Build's page

No posts. Alias of Ancient Dragon Master.


About Serpentfolk Grappler Build

Male Serpentfolk (Degenerate) UnMonk (Master of Many Styles) 4, Fighter (Gladiator) 2, Brawler (Strangler, Snakebite Striker) 2
Mythic Champion 1
LN Medium Monstrous Humanoid
Init +7; Senses Darkvision 60ft., Scent; Perception +10
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DEFENSE
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AC 34, touch 23, flat-footed 31 (+2 armor, +3 dex, +1 shield, +9 Natural Armor, +2 Deflection, +6 Wisdom, +1 Monk) shield applies to Touch
hp 195 (13d10+65)
Fort +22, Ref +18, Will +15 (+2 vs. Enchantment spells and effects)
Immune mind-affecting effects, paralysis, poison; SR 24
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OFFENSE
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Speed 40 ft.
Melee Bite +25 (1d6+16 plus Poison & Grab); +2 Unarmed Strike +26/+21/+16 (2d6+12 plus Grab) or
+2 Unarmed Strike +26/+21/+16 (2d6+12 plus Grab), Bite +20 (1d6+16 plus Poison & Grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Grab (Medium or smaller), Constrict (3d6 + 12), Sneak attack +1d6 (3d6 when grappling), Stunning fist (5/day, DC 20),
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STATISTICS
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Str 32, Dex 16, Con 20, Int 7, Wis 22, Cha 6
Base Atk +13; CMB +24 (+2 when grappling with a unarmed strike)(+8 to grapple)CMD 44 (+2 vs. grapple)
Traits Quain Martial Artist, Heirloom Weapon
Drawbacks
Feats Great Fortitude, Improved Initiative, Weapon focus (Bite), Snapping turtle Style, Snapping turtle Clutch
Mythic Feats Titan Strike
Skills (0 points; 0 class, 0 INT) (5 bonus (Race))
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
+8 Escape Artist (Racial)
+4 Perception (Racial)
Languages Aklo, Common, Draconic, Undercommon; Telepathy 100ft.
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SPECIAL ABILITIES
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Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves.

Telepathy (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Darkvision (Ex) A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.
Scent (Ex) Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

Great Fortitude You get a +2 bonus on all Fortitude saving throws.

Improved Initiative You get a +4 bonus on initiative checks.

Weapon focus (Bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Snapping Turtle Style While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

Snapping Turtle Clutch While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

Grabbing Style When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.

Grabbing Drag When you are using Grabbing Style, if you use the move grapple action, you can move both yourself and a single target that you’re grappling your full speed instead of half your speed. After you have done so, you can use a move action to move yourself and the target of your grapple half your speed without needing to attempt an additional combat maneuver check. You cannot use this feat if you are grappling two targets.

Grabbing Master When you are grabbing two opponents while using Grabbing Style, you can use your grapple to move or damage one or both opponents you are grappling, instead of just one.

Improved Grapple You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Greater Grapple You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Deadly Grappler You have learned to leverage a grappling creature’s weight against it. While you’re grappled, attacks you make against the grappler using armor spikes, a light or one-handed weapon, a natural weapon, or an unarmed strike deal damage as if the strike or weapon were one size category larger than it actually is.

Final Embrace You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size.

Quain Martial Artist You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Heirloom Weapon You gain a +2 trait bonus on combat maneuver checks to grapple a foe while using a unarmed strike

Practiced Strangler (Ex): When a strangler has the grappled condition, she does not take a –4 penalty to Dexterity and does not lose her Dexterity bonus to AC.

Strangle (Ex): A strangler deals +2d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability.

Sneak Attack (Ex): The snakebite striker can make a sneak attack. This is as the rogue ability of the same name. Her sneak attack damage is +1d6. If she gets a sneak attack bonus from another source, the bonuses on damage stack.

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Training (Ex): A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Fame (Ex): When a gladiator begins a performance combat, he always starts with at least 1 victory point. If he already has victory points, he gains 1 extra victory point.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Stunning Fist (Ex): The monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. The monk can choose to make the target fatigued. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): A monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Unarmed Strike Damage:
Medium/Large/Huge
1d8/2d6/3d6

Evasion (Ex): A monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): A monk gains a +10 ft. enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su): A monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 2 + 6. As long as he has at least 1 point in his ki pool, he can make a ki strike. Ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Powers (Su): A monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Barkskin (Sp): Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-692 lb. Medium 693-1384 lb. Heavy 1385-2080 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP

Feats left to integrate:

Improved Unarmed Strike (Monk Class Feature)
Stunning Fist (Monk Class Feature)
Rapid Grappler (5th Level)