| Matt Stich |
Toothicus
Toothicus
CR 4 Half-Orc Brutal Pugilist Barbarian 5
HP 57, 65 while raging
STR 18 +4
DEX 13 +1
CON 16 +3
INT 10 +0
WIS 12 +1
CHA 7 -2
AC 18 10+6+1+1
Mithril Breastplate (4,350gp)
Ring of protection +1 (2,000gp)
Cloak of resistance +1 (1,000gp)
BAB +5
Attacks:
Bite (Primary attack) +9 (1d6+6), Raging +11, (1d6+9)
CMB +9, Grappling +12, Raging +11, Grappling while Raging +14
CMD 20, 22 if raging, 24 if raging vs grapple.
Saves:
Fort 8
Ref 3
Will 3
Special: +3 vs spells and spell like abilities.
Feats:
1 IUS
3 Improved Grapple
5 INA bite
Special Abilities:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Gain a primary natural bite attack That does 1d4 points of piercing damage
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Class Abilities
Savage Grapple (Ex): At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.
Pit Fighter (Ex): (Grapple) At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense.
Improved Savage Grapple (Ex): At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature. This ability replaces improved uncanny dodge.
Fast Movement: +10 to base land speed
Rage: 11 rds/day. +4 to Str/Con, +2 to will saves
Rage Powers:
Guarded Stance: +1 dodge bonus to armor class for a number of rounds equal to your Con modifier. The bonus goes up +1 for every 6 levels of barbarian you have.
Superstition: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Other gear: Assorted adventuring gear, Handy Haversack. Masterwork Manacles (break DC 28) +Superior Lock (DC 40 Disable Device)
~2250 gp
400gp left
The strategy is to grapple an opponent into submission and bite the living hell out of them until they stop moving. Or apply the manacles if the person in question is wanted alive.
| Matt Stich |
You can't be an invulnerable rager and brutal pugilist at the same time. That would be replacing some abilities twice.
Strength surge seems like something a grappler would want.
My bad, I forgot to change that I guess. I switched archetpyes mid-build and forgot to change the name I guess
| MicMan |
If I am seeing this right you will grapple your opponent and then do 1d4+6 damage per round - and that's it.
I mean you do not get secondary attacks with your bite as you raise in Levels. Also normally a main source of a barbs damage are criticals (Falchion ftw), which are weak in your build too.
So my advice would be to get Power Attack (bite) and armor spikes asap. I would also drop Superstition because Enlarge person, Haste and Elemental Aura would go a long way towards making your build viable.
Also you could multiclass to alchemist for mutagens and more natural attacks.
Gallard Stormeye
|
If I am seeing this right you will grapple your opponent and then do 1d4+6 damage per round - and that's it.
That's more than other grapplers do.
I mean you do not get secondary attacks with your bite as you raise in Levels. Also normally a main source of a barbs damage are criticals (Falchion ftw), which are weak in your build too.
No, this build is not optimized. If he was trying to min/max he wouldn't have made a grappler.
So my advice would be to get Power Attack (bite) and armor spikes asap. I would also drop Superstition because Enlarge person, Haste and Elemental Aura would go a long way towards making your build viable.
Also you could multiclass to alchemist for mutagens and more natural attacks.
Power Attack hurts your grapple checks too but it's still worthwhile.
Armor spikes don't do much other than give you something cheap to enchant for when you want to grapple for damage. They don't, in and of themselves, do anything to increase grapple damage.
Don't through around the word viable. This build is fine.
| MicMan |
The strategy is to grapple an opponent into submission and bite the living hell out of them until they stop moving
Given that quote I was under the impression that this is more than the usual grappler aka "I take one opponent out of the fight" but instead a grappler focussing on damage. Also brutal pugilist implies that the Barb is going to fight barehanded and in this case he needs the spikes as soon as he meets the first opponent with DR or Regeneration.
In this light the build is not fine as it is because a Great weapon Barbarian could kill an opponent in one round and this Barb needs three to four rounds grappling and biting to basically archieve the same result - plus being borderline useless if anything comes along that can't be grappled.
If all the OP wants is grappling and using a light weapon to do damage, then he could loose toothy, because the damage simply isn't worth it.
| Andy Ferguson |
I think you almost want the bite rage power over Toothy, cause the bite rage power gives you an attack in addition to the action to maintain the grapple, so you can armor spikes or light weapon as part of the grapple, plus get the bite attack, so two attacks in a round. Or a pin and a damage attack. Animal Fury will also give you a +2 to grapple if you hit with it. And Strength Surge will be pretty important later on.
Really the build suffers from not having all the cool stuff you are eventually gonna get, but there is nothing to do about that.
| Matt Stich |
If I am seeing this right you will grapple your opponent and then do 1d4+6 damage per round - and that's it.
I mean you do not get secondary attacks with your bite as you raise in Levels. Also normally a main source of a barbs damage are criticals (Falchion ftw), which are weak in your build too.
So my advice would be to get Power Attack (bite) and armor spikes asap. I would also drop Superstition because Enlarge person, Haste and Elemental Aura would go a long way towards making your build viable.
Also you could multiclass to alchemist for mutagens and more natural attacks.
No, due to INA (bite) and rage I'm hitting for 1d6+9.
I'm not trying to get secondary attacks with it, as the main source of damage comes from controlling the opponent during a grapple, and I can only get one attack in a grapple check anyway.
Where are you getting that I can cast Enlarge Person, Haste, and Elemental Aura?
And Alchemists I like to play stay single classed. I know the potential for the combo, but it's a personal preference.
| MicMan |
No, due to INA (bite) and rage I'm hitting for 1d6+9.
I'm not trying to get secondary attacks with it, as the main source of damage comes from controlling the opponent during a grapple, and I can only get one attack in a grapple check anyway.
Where are you getting that I can cast Enlarge Person, Haste, and Elemental Aura?...
Right, I missed INA and I thought that you would like to add weapon attacks with your bite (when not in a grapple).
With superstition an ally will have a hard time giving you a buff while you are raging, this may outweight the advantages of Superstion by far, especially in your case.
Soo, your char is geared exclusively towards grappeling and biting?
What do you do if you are not able to grab an opponent (incorporeal, flying, swarm, larger than huge, immense CMD/escape artist)?
What do you do in a fight where there is no single target "worthy" of being grappled or a target you just grappled is able to shrug of your average of 12.5 damage a round easily?
I think that, given the info you provided, your char is going to be obsolete by level10 when every BBEG has some means to handle a grapple forcing you to rely on pure damage (often single attack damage even).