PFS Hangman Vigilante / Strangler Brawler


Advice

Scarab Sages

Ok, I recently got a Dhampir boon for PFS, and I'm trying to figure out something flavorful and fun to do with it.

Vigilante seems interesting, because of the (admittedly not very useful in PFS) Social Talent Guise of Life. There aren't a lot of great Social Talents that aren't reliant on Renown, so I figure I can spend one for flavor and not lose much.

I toyed around with a Zealot or Zealot/Inquisitor build, but I never came up with something that I liked. Zealot trades away too much for spell casting, and I already have three divine casting melee characters with Fate's Favored who start every combat with Divine Favor. So I'm scrapping that idea.

Enter the Hangman Vigilante Archetype. Now, I've got a human nobleman by day, noose wielding vampire-kin by night who drops the noose over his opponents' necks, drags them close, and bites them with his fangs. The idea would be to fashion a whip into a noose (so I can enchant it, etc.) as per the Hangman's Noose ability. Take a couple/three of levels of Strangler Brawler for Strangle, Martial Flexibility, Maneuver Training, and BAB. Then Pin my opponent as quickly as possible so they are denied dex and use my fangs to deal lethal damage plus Strangle sneak attack damage, plus Hidden Strike damage.

I used a good bit of the information in THIS THREAD by the infamous Bruno Breakbone. But I do have some questions about things he includes there.

I'd like to play this character from 1st level. Possibly slow track.

Here is what I have so far:

The Phantom of Oppara:
Strangler 3/Hangman 8
CG/CN Dhampir Moroi-born

STR 22 (+2, +1 4th, +1 8th, +2 belt) DEX 14 CON 14 (-2 +2 ioun stone) INT 10 WIS 10 CHA 12 (+2)

HP: 102

Traits: Bred for War (+1 Intimidate/+1 CMB), Born in the Light

Alternate Racial Traits: Fangs (1d3 when dealing damage as part of a grapple)

Levels/Feats/Abilities
1 V1) ST:Guise of Life, F:Improved Unarmed Strike
2 V2) Hangman’s Noose
3 B1) F: Improved Grapple->Toughness (Retrain at 9th), Strangle +1d6, Martial Flexibility 4/day, Martial Training, Brawler’s Cunning
4 B2) BF: Snapping Turtle Style, Strangle +2d6, Practiced Strangler
5 V3) F: Snapping Turtle Clutch, Bound to Truth, Hidden Strike 1D4/1D8, ST: Social Grace (Diplomacy)
6 V4) Twisted Rope
7 B3) F: Greater Grapple, Maneuver Training (Grapple)
8 V5) BF: Chokehold, Hidden Strike +2d4/2d8, Street Smarts
9 V6) F: Power Attack, VT: Favored Maneuver (Grapple)
10 V7) Hidden Strike +3d4/3d8, ST: Quick Change
11 V8) F: Rapid Grappler, VT: Living Shield

Equipment: +2 whip, Gauntlets of the Skilled Maneuver (+2 grapple), Anaconda's Coils (+2 STR and +2 competence to grapple), Ioun Stone +2 CON.

At 11th, that puts my CMB to grapple at +27 (+24 w/Power Attack?).

Round 1 Standard: Grapple/Constrict 1d6+6(+PA?), Move: Maintain and Pin/Constrict 2d6+1d6+6(+PA?), Swift: Maintain/Damage/Constrict 1d3+12(inc. PA)+2d6+3d4+1d6+6(+PA?)

Total Avg Dmg: 63.5 (81.5 if PA applies to constrict), Opponent is Pinned.

Round 2: Standard/Move/Swift Maintain/Damage/Constrict 1d3+12(inc. PA)+2d6+3d4+1d6+6(+PA?) x3

Total Avg Dmg: 112.5 (130.5 if PA applies to constrict)

So, lots of questions...

Does everything here work? Does Power Attack apply to constrict damage? Do I take the Power Attack penalty on the grapple checks (assuming this is yes).

I won't have that swift action grapple check from Rapid Grappler for most of my career. That will bring average damage way down.

Strangler feat is worthless on a Strangler Brawler, correct? Unless I'm getting sneak attack damage from somewhere else? And Hidden Strike does not count as Sneak Attack.

Does Accomplished Sneak Attacker work with the Strangler Brawler ability? Guessing not, because it's not called Sneak Attack (even though it grants Sneak Attack dice).

Worth it to take Snakebite Striker with Strangler to get an actual 1d6 Sneak Attack (bumped to 2d6 at some point with Accomplished Sneak Attacker)? I would lose a +1 to grapple from maneuver training, and Martial Flexibility, but would gain the ability to feint as part of a standard move. Seems like a lot to give up for the extra damage.

Best Amulet of Mighty Fists for this build?

Bodywrap of Mighty Strikes for +1 to-hit/damage? The to-hit wouldn't apply to the whip, but damage would apply to my bite. The limited attacks wouldn't be an issue until 11th, when I get Rapid Grappler. Before that, I wouldn't be making more grapple checks per round than my iteratives.

Wasn't there an errata or clarification in PFS that made Final Embrace stop being a player option, even with Anaconda's coils? Maybe the Ultimate Equipment errata?

Snapping Turtle feats the best option, or something else?

Would Lethal Grace work in combination with the damage from a grapple check, if I'm using Weapon Finesse with the whip or Agile Maneuvers?

I'll keep some kind of big 2-handed martial weapon around in case of things that are immune to sneak attack.

I realize healing will be an issue. I'm planning to max UMD and keep Inflict wands/scrolls/potions around. There's also the Life Channel spell I could use from a scroll or wand. If I make it to 20 fame, I've got a Debt to the Society boon I can put on him if he ends up low on prestige.

I've got a +2 stat boon that I would consider using on this character, though I was planning to reserve it for boosting a caster's Int/Wis/Cha at some point.

Thanks.

Scarab Sages

Oops. Bred for War is a Human trait. I guess I could use Adopted to get it, and that would still fit the character. Otherwise, replace it with something like Indomitable Faith or Reactionary for now.

Scarab Sages

I think I figured out the traits. I'll take the Dhampir Race trait Final Embrace. It only applies to a Pin, but it's a +2. Mechanically inferior the Bred for War, but thematically appropriate.

Second trait Extremely Fashionable for some bonuses in his social id.

Also, bump. Anyone got any advice? Even if it's just clearing up if power attack works with constrict?

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