
Lance Manstrong |

My group is taking a break from its Kingmaker campaign, switching DMs, and trying Hells Rebels. I've been wanting to try a grappler for a while now so my question is if its a good fit for the adventure path?
Rolled stats:
11
13
12
16
16
9
Tetori is supposed to be the way to go but I was thinking maybe mixing in 2 levels of strangler brawler for the extra damage per grapple check. Don't know how big of a hit I would take for it. It will be a while before I can afford/find anacondas coils to pull of the constrict/grab fun since we're starting at level 1. I'm not sure what the others are playing yet aside from one rogue of some sort (hopefully the unchained version).
There may also be the issue of getting the character concept to work in the adventure path. After reading the players guide I'm wondering how much sense my wannabe Zangief makes sense as a rebel.

Lance Manstrong |

Yes, sorry. Not PFS.
Both sort of. Its been a while since I really looked into putting a character like this together. Not trying to make a tie up grappler. Wannabe Zangief is probably more accurate than I realized at the time.
Also how good a fit he would be as far as story and effectiveness against whatever foes there are to grapple.

Scott Wilhelm |
1 person marked this as a favorite. |
Yes, sorry. Not PFS.
Both sort of. Its been a while since I really looked into putting a character like this together. Not trying to make a tie up grappler. Wannabe Zangief is probably more accurate than I realized at the time.
Also how good a fit he would be as far as story and effectiveness against whatever foes there are to grapple.
I'm not sure what you are apologizing for, but I forgive you.
So, there are 2 ways I like to go with a Grappler. The Tie-Up Grappler, and I like to use Grappling for high damage builds.
The way I like to use Grapple to do ridiculous damage doesn't seem very Zangief, either. But I'll lay out a build for you because it has some ideas that can apply to a lot of Grapple-for-damage builds. Anyway, you might like it.
I like to wear Armor Spikes and get lots of attacks/round with a weapon that lets me make a Grapple Attack with every hit. You then do bonus damage with Constrict or Armor Spikes, releasing as a Free Action to do it again. The most devestating way to do this is with a Druidzilla character that favors Giant Octopus (Warcat for PFS or if your GM would rule that you lose the ability to breathe air by Wildshaping into an Aquatic Animal).
Meet
Hana Dory
Human
Level 1, Brawler: Unarmed 1d6, Martial Flexibility, Brawler's Cunning, 2 Weapon, Blind Fighting, BAB+1
2, Brawler1, Druid 1: Lv 1 Spells, Domain
I avoid Animal Companions. To my experience, they are just things for the GM to kill when he'd rather not kill you.
3B1D2: Improved Grapple, BAB+2
4B1D3: Lv2 Spells, Ability+1, BAB+3
5B1D4: Wild Shape, Natural Spell, BAB+4
Natural Spell is just one of those things you just have to take. That's what lets you cast spells while in Animal Form.
6B2D4: Multiattack, BAB+5
7B2D4Warpriest1: Lv1 Spells, Blessings, Sacred Weapon, Weapon Focus Unarmed, Shaping Focus, Large Animals
Multiattack reduces the penalty upon Secondary Natural Attacks from -5 to -2, and Tentacles are Secondary Natural Attacks. As a Giant Octopus at this point, you get 2 Unarmed Strikes, a Bite, and 8 Tentacles all with Grab and Constrict. The Unarmed Strikes do 1d8 for Size Large, the Bite, 1d6, the Tentacles 1d4+Constrict for 1d4+Armor Spikes for 1d8. So that's 19 attacks/round. Your Strength Mod will apply to either the Constrict or to the Armor Spikes, not to both.
The bane of characters with multiple attacks is Damage Reduction. Between your ability to cast and use wands with Cleric and Druid Spells, you should be able to find the right buff you need to bypass almost anybody's DR. Weapons Against Evil comes to mind.
You might want to acquire a Helm of the Mammoth Lord and get a Gore Attack, too, which will also do 1d6. Ask your GM: you might take a level in White Haired Witch and also get a Hair Attack, but your GM might rule that since octopi don't have hair, you can't use White Hair while in Octopus Form. You would be able to use it in Dire Tiger form, though.
So there is the Wild Armor Enchantment, but I when I have a favorite Animal Form, I prefer to just have Barding made for me to put on after transforming. Perhaps you could prevail upon a party member to cast Swift Girding on you to dress you, or at some point you can take a level in Arcanist or something and 'Gird yourself.
8B2D4W1Fighter1: Greater Grapple, BAB+6, Ability +1
9B2D4W1F2: Martial Versatility, Weapon Focus, Weapon Specialization Unarmed, BAB+7.
Martial Versatility lets you apply Weapon Focus to all Weapons in your Weapons Group, Unarmed Strike is in the Natural Weapons Group, so Now you get to apply Weapon Focus to any Natural Attack you happen to have in any form you happen to Wildshape into. Weapon Focus lets you apply Sacred Weapon Damage to the attack. So 2 Unarmed Strikes/Bite/Gore/8Tentacles/8Constricts/8Armor Spikes all at 1d8 base damage, 3d6 if pumped up with Strong Jaw (except for the Armor Spikes). And +2 for Weapon Specialization Unarmed, of course.
10B2D4W1F2Arcanist1: Dimensional Slide, Lv1 Spells
There are a lot of useful Arcane Exploits, and dressing yourself might be very important.
11B2D4W2F2A1: Fervor 1d6, Martial Versatility Weapon Specialization
+2 damage to all your attacks, including your Armor Spikes, btw: Unarmed Strikes are not just in the Natural Weapon Group, but also the Close Weapon Group.
12B2D4W3F2A1: Hamatula Strike
Hamatula Strike gives you a Free Grapple with any hit with a Piercing Weapon such as Gore and Bite, also activating Constrict and Armor Spike Damage,
13B2D4W4F2A1: Sacred Weapon +1, Lv2 Spells, Channel Energy, Snake Style
Snake Style turns those 2 Unarmed Strikes into Piercing Weapons, activating Hamatula Strike, Grapple, Constrict, and ASD for them, too.
14B2D4W5F2A1: Fervor 2d6, Sacred Weapon 1d8
1d8 scaling up to 2d6 for Large or 4d6 if under Strong Jaw.

Serisan |

I've run most of book 1 of Hell's Rebels and read the entire AP. For most of it, a grappler will be fine. You have decent enough rolls to build a functional character.
One thing I would strongly recommend is a non-Monk character. Lawful characters do not fit well into the campaign...at all. The player's guide should cover that particular point, but the game is effectively a rebellion against legally installed authority. The entire campaign focuses on what are essentially Chaotic, subversive activities.
With that in mind, an Order of the Penitent Cavalier is a surprisingly good choice for a grappler. Taking a 1-3 level dip into Brawler will help fill in some of the feat issues along the way. Alternatively, a straight Brawler with a grappling focus would be a very viable character.
As far as character personality, it's reasonable to remember that the rise of Thrune has been accompanied by a crackdown on life in Kintargo and so normal activity, which could include some activities of interest for the character, could be affected. There are also a lot of folks acting as civilian police, which may or may not be fun for your character to throw around. Ultimately, you'll have to decide on any motivations, but it's certainly possible to create plausible, enjoyable motivations for such a character.

Lance Manstrong |

Thank you, Serisan. I was wondering about that part of it.
Decisions, decisions.
Tetori Is looking rough with those stats. Best I can do is an ac of 15 at level 1. And thats with giving up a feat. Would only go up by 2 at level 4 with the ac bonus and stat increase.
Brutal pugilist is starting to sound better. Feel like im losing a lot by not going tetori though.

Scott Wilhelm |
Thank you, Serisan. I was wondering about that part of it.
Decisions, decisions.
Tetori Is looking rough with those stats. Best I can do is an ac of 15 at level 1. And thats with giving up a feat. Would only go up by 2 at level 4 with the ac bonus and stat increase.
Brutal pugilist is starting to sound better. Feel like im losing a lot by not going tetori though.
Well, diversify.
2 levels of Cavalier Order of the Penitent, and Greater Grapple, and you have all you need for some devastaing grappling. Take some levels in Alchemist with Potion Glutton, Crab Familiar, and a Tentacle, you will be the new Prince of Hell.
Until you run into someone with Freedom of Movement. The Feat commitment to the Tie Up Grapple I'm talking about is small, though. So with those levels in Alchemist, be a Grenadier, Take Explosive Missle and Deadly Aim, get some weapon blance, and shoot exploding arrows that splash acid.