London Duke |
How would you go about building a martial-ized rugby player? I am thinking that Grapple, Bull Rush, Overrun would all be strong options. I was initially thinking either Invulnerable Rager with some of those combat maneuvers would work, maybe throw in Throw Anything so you can chuck boulders at guys while running, OR tetori for the best damn tackler on the field (of battle).
I would love some advice on it. This character option has been sitting the shelf for about 3 years and I just havent found the perfect fit.
London Duke |
Well tripping is definitely a penalty in rugby, its a gentleman's game. :-)
I am settling on Maneuver Master 3/ Lorewarden 7. I am going with Dwarf and selecting the adopted trait. Having him be adopted by the Great Tusk tribe of Ulfin and giving him the Relentless racial ability. Without magical equipment his bonus to overrun is +12. I think this works out pretty well.
I snagged Charge through, Spiked Destroyer, and combat reflexes as additional feats.
Edit: +13, I forgot about Weapon Training: Close
Gregory Connolly |
I think Tetori is the best fit here. Half-Orc would be my choice of race. The only skills you need are acrobatics and intimidate. Enforcer, Tiger Style, Tiger Claws, Power Attack, Rapid Grappler and Tiger Pounce should be good enough. You can use your Tiger Claws attack to bull rush and around when a Barbarian is getting pounce you can get Tiger Pounce which isn't as good but is better than nothing.
London Duke |
A rugger needs to be able to Hit, Run, Dodge, Catch, Pass, and charge through some sorry sucka, and Drink (I once played in a tournament where neither team had enough people able to play for the final so we determined the champion with a drinking contest).
I think focusing on Overrun is probably key, Taking Spiked Destroyer, Greater Overrun, and Charge through I can get 3 attacks on someone by running over them.
I have also grabbed Dodge and Mobility to help him while running around.
blahpers |
Normally (outside of a charge) the movement is part of the overrun maneuver. A particular action either provokes or doesn't, so Improved Overrun should be sufficient to prevent an Attack of Opportunity. Changing this during a charge would fail the "similar situations are played similarly" smell test, so that should be safe too.
However, I'd still rule that a charge+overrun would provoke from creatures other than those being overrun if you move through any squares threatened by such creatures. Otherwise, there's nothing to stop someone from overrunning "invisible foes" to move all the time without provoking.