How would you suggest building a judo throw master?


Advice


Is there a way to build a reliable Goro Daimon (from King of Fighters) style judo character? One focused on slamming a foe as hard as possible or repeatedly into the ground doing damage?

The best I can find is a build focused on using the Ki Throw along with the Enhance Ki Throw and pumping the unarmed damage the best I can. Perhaps a build using Dragon Style and Dragon Ferocity to pump unarmed damage, get ki throw, improved ki throw and enhance ki throw (needed to actually cause damage) and improved trip.

How would you best do this build? Say 20 point buy and 5th or 6th level.


Ideally, you'd just crack open Tome of Battle from 3E and the entire Setting Sun discipline is judo.

If PF only...I'd try to just fluff something else as "throwing," it'd probably have to be bull rush. The only good bull rushing build, IMO, is to use Shield Slam to get it on every hit, so you'd probably want Ranger 6 for it and shield master. Alternatively, you could go barbarian and take the knockback rage power, but that's only once per round. Might be enough... Then there's maneuver master monk for flurry of maneuvers and some other CMB bonuses. It's not worth taking past level 6, but...neither is the Ranger idea and Barbarian could be dropped even earlier than that. You could also go Synthesist Summoner if Push is an evolution...I forget.
For any build other than the Synthesist, you'd want to eventually find your way into Lore Warden Fighter to rack up big bonuses on combat maneuvers. Between the +2 untyped bonus they get every 4 levels, weapon training and gloves of dueling, and maybe later on even the knowledge check ability.

There is also the Squash Flat feat, which lets you also trip someone when you win the bull rush by 5 or more. That would help to replicate a throw pretty well. You force them to move away from you and send them sprawling to the ground.
Annoyingly, Squash Flat and its pre-req feat require evil deity / Rovagug worship, because as paizo has repeatedly reminded us...you can't learn pragmatic martial techniques without paying lip service to the right god. Try to see if your DM will waive that requirement...

Don't do Ki Throw, though. It's really bad and way too costly in ki...


feats required:

Binding Throw
Prerequisites: Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.

Benefit: After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.

Normal: The grapple combat maneuver is a standard action.
Ki Throw (Combat)

Your physical control and mastery of momentum allows you to throw enemies.

Prerequisites: Improved Trip, Improved Unarmed Strike.

Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.

Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.

Enhanced Ki Throw (Combat)

You enhance the force of your ki throws, enabling you to devastate your opponents as you slam them to the ground.

Prerequisites: Ki pool class feature, Ki Throw.

Benefit: When using the Ki Throw feat, you can expend 1 ki point to amplify the force of your attack. If your ki throw succeeds, when the target hits the ground, it takes damage as if you had hit it with an unarmed strike.

Riptide Attack (Combat)

You can follow up a successful trip attempt with a drag maneuver.

Prerequisites: Improved Drag, Improved Trip.

Benefit: When you succeed at a trip combat maneuver, you may automatically make a drag combat maneuver against your tripped target as a swift action. Your base attack bonus for the drag check is the same as the base attack bonus you used for the trip check. The drag attempt provokes attacks of opportunity as normal.

Greater Trip (Combat)

You can make free attacks on foes that you knock down.

Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.

Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Vicious Stomp (Combat)

You take advantage of the moment to brutally kick an enemy when he is down.

Prerequisite: Combat Reflexes, Improved Unarmed Strike.

Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.


Monk is a good choice for class with Maneuver Master granting access to the flurry and improved feats as bonus feats. It is also granting you the ki to use enhanced ki throw with high unarmed attack damage. You wouldn't need ALL of these feats, but they do play well together (Viscous stomp + Enhanced Ki throw + Greater Trip is sweet, even sweeter when you add binding throw for grapple or riptide attack for dragging shenanigans.)
Magus could be good but you would be mixing your judo with magic and it would take longer to get the feats. The plus side is you get truestrike spell combat goodness.


Some very interesting ideas. I'll definitely have to look into them. Maybe even try testing a few out. Thanks.


Take the wolf style feat tree. Wolf trip has no wording that prevents you from taking more attacks of opportunity for moving your enemy.


haruhiko88 wrote:
Take the wolf style feat tree. Wolf trip has no wording that prevents you from taking more attacks of opportunity for moving your enemy.

"But the rules don't SAY that I can't take actions when I'm dead".


Pupsocket wrote:
haruhiko88 wrote:
Take the wolf style feat tree. Wolf trip has no wording that prevents you from taking more attacks of opportunity for moving your enemy.
"But the rules don't SAY that I can't take actions when I'm dead".

I'm referring to the movement forced by wolf trip. Ki throw specifically mentions that this forced movement does not grant attacks of opportunity, Wolf trip has no such wording.


For judo style combat, I'd say that grappling and tripping would both be highly thematic. It's less about "throwing" your opponent across the room, as with a bull rush, than it is about putting them to the ground (and subsequently forcing them to submit, by pinning, choking, or joint-locking, if your throw didn't put them down for good). With Greater Grapple, you'd be pinning them, and then damaging them every round (though admittedly, it's not a lot of damage). With the trip line, you'd be putting them to the ground, just the same as any good leg sweep.

As with any CMB build, it would have troubles later when you start finding things with high CMDs to overcome, or immunity to trips from abilities like flight, etc. That said, you should still be able to do some nastiness with it.


haruhiko88 wrote:
Pupsocket wrote:
haruhiko88 wrote:
Take the wolf style feat tree. Wolf trip has no wording that prevents you from taking more attacks of opportunity for moving your enemy.
"But the rules don't SAY that I can't take actions when I'm dead".
I'm referring to the movement forced by wolf trip. Ki throw specifically mentions that this forced movement does not grant attacks of opportunity, Wolf trip has no such wording.

The reasonable counter-argument is that you're reading intent where none is apparent.

The unreasonable counterargument is that the feat does not in fact say anything about "moving" anyone. You trip someone in one space, they fall prone in another space, but it's not specified that they're moving from one space to another.


Hmm, this looks promising, too. Psionic Trip, obviously it's from 3rd party psionics. Expend your psionic focus when you trip someone to also throw them a distance away. Best used with Half-Giant, so you count as size large (huge with enlarge person), and Psionic Meditation. Possibly as a Psychic Warrior for Hustle so you can recover the focus as a swift action for 3 power points.

Psionic Bullrush works the exact opposite; when you bull rush someone and expend focus, they also go prone. But since sending someone far with bull rush is hard (winning by another 5 points per 5 ft...) and it doesn't improve at all with level, *and* because trip replaces individual attacks and is weapon-based...I'd go with the former feat route since you actually have both options to choose.


That Psionic Trip might be the trick if I can talk my DM into it (if I end up playing this character). He may not because of it being 3rd party and psionic, but I can see. It is closer to the enhanced ki throw which, although ki throw isn't very good, is more what I was envisioning this character to be.

I.e. a large fellow that throws / slams so hard there's but a broken creature and a crater left.

However, I suppose I'm not against considering just doing a low to no damage control build, with directing them around the battlefield.


Maneuver Master monk 2/Lore Warden 3 (or more for more CMB) Mix and Match as you see fit. Don't worry about Wis, get some +1 Brawling Light armor (Elven chain is my favorite since it is light even for profs) Grab grapple and trip and the greaters, and Ki Throw.

Expertise (LW free)
IUS (Monk Free)
Stunning Fist(Monk Free)
Imp Grapple(monk 1)
Imp trip(monk 2)
Combat Reflexes (1st Level)
Ki Throw(LW 1)
Vicious Stomp (LW 2)
Dragon Style (3rd Level)
Dragon Ferocity (5th Level)

Str 16(14) Dex 16 Con 13 Int 13 Wis 13 Cha 7 (20 pt buy)

Human has one more feat to spend and an extra skill point/level,

Str 16 Dex 17(15) Con 13 Int 13 Wis 13(11) Cha 7

Garuda Blooded Aasimar gets darkvision and see invisibility 1/day
+2 Acrobatics and Fly

Str 16(14) Dex 16 Con 14 Int 13 Wis 13(11) Cha 5(7)

Oni Spawn Tiefling gets Darkvision and Alter Self 1/day

That gets you everything you want by level 5.

You can take another level of Monk at 6th, and now they provoke for trips/grapples even if they wouldn't normally (grab/trip monsters suck), and at 11 I'd grab the 4th level of Monk to get to roll twice and take the better (this is about where you start having major CMD spikes)

Greater Trip/grapple is level 7. (level 7 and LW 4 feat)

Alternately, since you can make a grapple to maintain as part of a full attack, you may want to wait on greater grapple until you can get it and rapid grapple at the same time at level 11.

You're only 1 short of Full BAB, have the extra +2 to CMB/CMD from Lore Warden, can choose monk weapon group at fighter level 5 and use Gloves of Dueling, grab a Dusty Rose Ioun Stone and a Wayfinder for another +2 to all CMB, and get another +2 at level 10 (LW 7/Monk 3)


Some very awesome stuff there TGMaxMover thank you. I may go human to fit enhanced ki throw in there if I were to go this route. I realize that CMD spikes, but this is something that I feel like I'd have a huge amount of fun with when it did work and could still do things when it couldn't.

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