
Better_with_Bacon |
4 people marked this as a favorite. |

Good Evening Fellow Gamers,
In preparation for an upcoming session, I want to make the 'boss fight' memorable.
He's a big ogre barbarian, with hp for days, and enough strength to make anyone stand up and take notice. He has an Ogre Hook (+1 Human Bane at that), but I want him to get a bit more up close and personal.
How would you rule it so that he could pick up the Samurai, and then beat the Magus with him. I would say grapple, obviously, then pin, then make an attack roll (-4 improvised weapon penalty) and deal 1d6+1 1/2 STR Mod (wielding the samurai as a two-handed weapon) to both the samurai and the magus (or whichever character is hit by the samurai's flailing body.
Help me get the rules ironed out though, please.
Very Respectfully,
--Bacon

bigrig107 |
2 people marked this as a favorite. |

From Ultimate Combat: Body Bludgeon (Ex)
Prerequisite: Barbarian 10
Benefit: While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.

Better_with_Bacon |
1 person marked this as a favorite. |

Bigrig... you are AMAZING!
He is indeed a 10th level barbarian.
I'm going to make sure that I read up on the grappling rules so it's on the up-and-up.
"Hur hur hur! I got your mans! You want him?" *WHAM* "You can take him!" *WHAM* "Why you running from your friend?" *WHAM* "Hur hur hurrr."
Very Respectfully,
--Bacon

Better_with_Bacon |

The baddy in this instance is a hulking ogre so picking up the Samurai shouldn't be too hard. (His CMD is 27, while the ogre's CMB is +21) And then dealing 1d10+15 points of damage to the Samurai and the victim each turn... too funny.
I might add Improved Grapple to offset the penalty to your CMB if you took damage from the AoO. Because I'm pretty sure I can count on the Samurai dealing at least 15+ points of damage with his AoO.
Very Respectfully,
--Bacon

Better_with_Bacon |

No. Not everyone
LOL
The Samurai has Resolve, (or else he'd have been killed several times already) and given the damage output of the sorcerer and archer, I doubt that the ogre will have many rounds to do much.
The only reason I mention him so much as he is the only 'front line' fighter in the party (as it stands).
Beyond that, all things being equal, the ogre will target the closest foe, but move to target humans over other races...
Very Respectfully,
--Bacon

bigrig107 |

Hehe, my bad, thought you said Orc instead of ogre. If you want to bring this bad guy back with a twist, take three levels of monk of the empty hand (not sure how'd justify the alignment...) and the feat hamatula strike. Pierce your opponent with his friend? Awesome
Edit: not easy to post mobile...
Undead ogre barbarian monk?
Not even sure that's possible. At least in the monk-barbarian interaction. Undead Ogres aren't anything new.
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Thinking along the lines of raise dead by somebody who thought he would be good as a lieutenant. The monk could be from an atonement spell, but after three levels of trying to be a lawful person the ogre flips out and starts reverting. Back to barbarian days.
It's rare, but multiclass monk/barbarians can and do exist O.o

Better_with_Bacon |

That would be awesome!
Without the feat, could I throw the samurai as an improvised thrown weapon?
Range Increment 5, d6 damage per 10-ft thrown?
Changing things around to give him improved grapple and body bludgeon wouldn't change things too much. Giving him Ki Throw would require a complete rebuild.
Very Respectfully,
--Bacon

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From Ultimate Combat: Body Bludgeon (Ex)
Prerequisite: Barbarian 10Benefit: While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.
So here's my question... maintaining a grapple is a standard action. With Greater Grapple you can do it as a move action. And the rage power above says you can make a single attack as part of the action she uses to maintain the grapple (a move action). Does that mean you can still get another attack on top of that with the standard action you have left over? And it says "Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally and the grappled opponent used as a bludgeon also takes the same damage"... so both opponents would take damage for that extra attack right?
Thinking of even more craziness... vital strike is used as an attack action, a special kind of standard action. So could you maintain the grapple (and hit once) with the move action, and then perform a vital strike? I'm sure I'm wrong in some area, let's see who's first to point out where my thinking is incorrect.

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bigrig107 wrote:From Ultimate Combat: Body Bludgeon (Ex)
Prerequisite: Barbarian 10Benefit: While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.
So here's my question... maintaining a grapple is a standard action. With Greater Grapple you can do it as a move action. And the rage power above says you can make a single attack as part of the action she uses to maintain the grapple (a move action). Does that mean you can still get another attack on top of that with the standard action you have left over? And it says "Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally and the grappled opponent used as a bludgeon also takes the same damage"... so both opponents would take damage for that extra attack right?
Thinking of even more craziness... vital strike is used as an attack action, a special kind of standard action. So could you maintain the grapple (and hit once) with the move action, and then perform a vital strike? I'm sure I'm wrong in some area, let's see who's first to point out where my thinking is incorrect.
You are correct... I think. The question is whether or not after you maintain the pin if you can use that guy as a weapon with a regular attack, or only be allowed to maintain again. The vital strike idea is impressive.
1. Catch Off Guard
2. Animal Fury (Free bite attack with each grapple maintain)
3. Improved Grapple
4. Strength Surge
5. Power Attack
6. Hive Totem
7. Greater Grapple
8. Hive Totem Resilency (Bonuses to grapple cmb)
9. Vital Strike
10. Body Bludgeon
11. Rapid Grappler
12. Hive Totem Toxicity (Poison based off your level and con modifier, more bite damage, awesome)
13. Improvised Weapon Mastery
14.
15. Improved Vital Strike
16.
17. Greater Vital Strike
18.
19. Furious Finish
20.
Questions to ask: Does the bite attack work with body bludgeon? When you maintain a pin, can you deal damage and also get to use that person as a weapon with one maintain?
Best case scenario (large size):
Move action maintain a pin and damage: 1d8 + 1/2 strength (bite) + 1d8+1/2 strength (damage from maintaing grapple) + 2d8 + 1.5 strength (using the guy as a weapon)
Swift Action maintain and tie up: Same as above, except minus 1d8+1/2 strength
Standard action vital strike: 8d8 + 1.5 str, or use furious finish to deal 64 dmg + 1.5 str, power attack for an additional 15 damage.
Average damage (not taking into account chance to hit, though keep in mind most of this is at full BaB)
110.5 + 6x strength to the person grappled, 79 + 1.5 strength to the person your attacking.
So not too bad for a brute :P Vital strike in this case shines because of the lack of weapon enchantments :).