
Useless |

Hey oh guys,
i've read most of the posts about "Tanks" in Pathfinder, understanding that tanking isn't only about HP, AC or so, but also about saving throws, enabling rerolls for your party and even buffing/healing/taking damage (life link, shield others stuff) for them (damage output is also a point to "get enemies aggro").
So, that said, i'm trying to brainstorm like a crazy since i need to create a new character starting from level one and i would create something considering this:
-HP>AC (keeping it decent), because you want the enemy to be able hitting you (#aggro, done also using roleplay anyway)
-Rerolls>Buffs, because i prioritize giving my party opportunities where the GM can't act too much on (a new dice roll for a failed save on a determined and clear DC is more "controlled by the players" than a +X AC that the GM could pass with a natural 20)
-Without sacrifice too much Social skills and CHA(both could be changed with "ways to do X with Y with other stats")
I hope for advices and tips!! Thanks fellas!!

Cavall |
I'd suggest looking into the Yojimbo samurai of the Warrior Order. With chain challenge and unconquerable resolve, and maybe some trip feats.
You'll have some great rerolls, be almost unkillable, durable as hell and battlefield control with a little bit of defense for the others. All while enjoying some Charsima abilities and full armour and bab.

Useless |

Thanks for your advice.
Anyway i'm not looking in something that allow me rerolls, but more that can allows others getting rerolls.
Reach could be something interesting in a build for me, but mainly for AoO, i feel that things like Trip or such maneuvers become useless in late game (flying opponents or immune ones) but maybe i'm just wrong?

Temperans |
The fortune hex gives others reroll. There are also some spells that do it (dont remember of the top of my head).
Trip vs flying and large/many legged creatures is harder yes. But, it is solved vs flying with the Ace Trip feat and the Plummeting enchanment.
Overall, you may want to play a halfling. More specifically, a Halfling Opportunist, Samurai Order of the Paw.
Order of the Paw, gives all allies within 30ft a reroll +4 competence bonus on 1 type of saving throw.
Halfling Opportunist gives Sneak Atk on AoO and a bonis on Aid Another.

Xenocrat |

Weirdly, a Mesmerist (d8 HP and light armor) combined with any tough ally makes the best tank vs a single opponent. You stare at your opponent, use
the Disorientation bold stare (applies stare penalty to their to-hit against everyone, so minus 2-3, or 4 with a mesmerizing tattoo), and the Meek Facade mesmerist trick on your tough ally (when the ally misses an enemy with an attack, including an iterative, that targeted enemy MUST attack only the ally with the trick implanted for the next round, and the ally gets a +2 dodge bonus, which scales, added to their AC). So a mesmerist working with an ally can force one opponent to attack only their tough ally, and make him very hard to hit.
There are various archetypes to make this work better - the Vexing Trickster can load up on tricks to make this work more than one round, as can the Chart Caster. A Vexing Trickster also gets Combat Expertise, so they can hurt their attack and boost their defense if they want to trigger this themselves, and with a Mesmerist's Mask worn they apply an additional -2 to the stare targets to hit. And since you can have a Mirror Image up, it can get pretty silly for lockdown potential, a midlevel Vexing Trickster can probably lock down a melee monster for three rounds without taking too many hits.

Ryze Kuja |

If you want to be a tanky-type with ally rerolls, I'd suggest Hexcrafter Magus and pick up Fortune Hex at lvl 4 and get Cackle as an Extra Hex at lvl 5 and you're golden. At level 8, you get Accursed Strike, allowing you to apply any spell with the [Curse] descriptor into your Spellstrike even if it isn't a touch spell (so Bestow Curse becomes a pretty attractive spell). You're going to be really action starved in combat because you'll be using your Move Actions for Cackle, so pick up a Cackling Hag's Blouse so you can do it as a Swift Action twice per day if you get into a pinch.
I'd also recommend getting Power Attack and Cornugon Smash and put ranks in the Intimidate Skill, and then put a +1 Cruel enchantment on your weapon. This causes the Shaken/Sicken combo for -4 att, saves, skills, abil checks, and -2 dmg, in addition to whatever curse you put on them.
Even though you're not like a true "tank" who can absorb a lot of damage on yourself per se, instead you "tank" by mitigating tons of damage off your allies through offensive debuffing and extra rerolls :)

JDLPF |
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Kitsune Spirit Guide Oracle of Pharasma.
Take the Wrecking Mysticism curse, trade all your bonus mystery spells for extra kitsune tails.
Take the Life mystery, picking up Channel Energy here along with anything else you want.
Take the Life Spirit wandering spirit, picking up the Life Link hex and gaining a second pool of Channel Energy at 7th level, plus gaining all your bonus mystery spells back at 4th level as spirit magic spells (the lists are identical).
Take Fateful Channel at 7th level, granting everyone you heal the ability to reroll a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Charisma bonus.
The build's got solid charisma with it being their primary casting stat, gobs of hit points, 12+ channel energy per day from 7th level along with free rerolls, and can also overcharge hit points if you pick up Spirit Boost. You also get full access to the Cleric spell list, which has all kinds of awesome on there. A great method is to combine this build with liberal use of Summon Monster spells to create temporary allies and use them to grant flanking, absorb hits, and generally ruin your GM's day.

Unleash Your Colours |

Thanks to everyone, i'm really appreciating all this help!
Anyway, my bad, i didn't point out that Occult/Psychic and stuff is denied.
The magus route is one of those i was considering but, worth saying, we already have a witch in the party, so are those debuff stacking/really worth?
For what concerns the samurai route, i'm reading this now because i don't know the class.
I want to provide some other informations:
-The campaign is mostly located in a town
-Healing and buff/debuff are covered
Interesting to me are:
- Reach build or some battlefield control (reach is the best one imho)
- Social skills/Cha (i heard about some stuff like intimidating use in combat)
- Arcane magic (if possible would be great, mostly used for roleplay reasons)
I would love to put myself in condition to get AoO, maybe pushing enemies (is that possible?) out-range with some maneuver or stopping their movement.
And what are you doing when you wait the enemy to come closer? That's what spells are for (i would like some kind of "passive" spells that force enemies to get closer, like some kind of barrier or maybe could work with some kind of fog stuff)

Ryze Kuja |

Thanks to everyone, i'm really appreciating all this help!
Anyway, my bad, i didn't point out that Occult/Psychic and stuff is denied.
The magus route is one of those i was considering but, worth saying, we already have a witch in the party, so are those debuff stacking/really worth?
For what concerns the samurai route, i'm reading this now because i don't know the class.
I want to provide some other informations:
-The campaign is mostly located in a town
-Healing and buff/debuff are coveredInteresting to me are:
- Reach build or some battlefield control (reach is the best one imho)
- Social skills/Cha (i heard about some stuff like intimidating use in combat)
- Arcane magic (if possible would be great, mostly used for roleplay reasons)
Since you already have a Witch in the party, she can cover the ally reroll portion of things so that you don't need to. I think that if you're both going for a Hexing class, you'll lose some versatility in your group if you specifically pick a class to get Fortune when someone else can easily get it. Anywho, you might consider a Fighter1/Wiz5/EldKnight10, Fighter1/Sorc6/EldKnight10, or a Magus7/EldKnight10 build instead.
Personally, I prefer the Wizard route to getting Eldritch Knight prereq's because it happens 1 level faster and Wizards pwn in general. A Spellstriking Eldritch Knight is nothing to sneeze at either though-- you just won't have access to the lvl 9 spells in the late game. Sorc would synergize well with going the Intimidate route because of the high Charisma. So it's up to you and your playstyle really.
Power Attack/Cornugon Smash/Intimidate/CruelEnchant is a really cheap and efficient way of debuffing, and every enemy you kill gives you 5 temp HP from the Cruel Enchant, which will make you very survivable. Your allies will love you for giving enemies a -4 to att/saves every time you successfully Intimidate on a Power Attack. This debuffing route only costs you 1 feat (Cornugon Smash), 1 maxed skill (Intimidate), and a +1 level enchant (Cruel) to make it all happen. I say it only costs you 1 feat because you *should* already get Power Attack/Piranha Strike/Deadly Aim regardless of any build you do.

Unleash Your Colours |

About Kitsune i've some questions (nice build anyway and thanks for the help!!):
- Why Kitsune exactly?
- I love Life link, but are those healing-stuff needed? I mainly got that role covered already, if there's a way to grant rerolls without healing i'm fine anyway (maybe even earlier than 7th level)
- Which weapon am i using and with which feat "route"?

Cavall |
Samurai is a very easy class, and even easier with yojimbo archetype.
You get cavalier challenge (basically paladin smite) and anyone that attacks a friend you can block to add to their ac, making them hard to hit. Your order is basically like a magic school. The one I mentioned allows a lot of durability and rerolls.
The key difference between this and the other suggestions is the only thin you need to keep going is hitpoints. Spells do have a limit. But what they can do is amazing. So it's a toss up either way. One is long road and the other is .... well... magic.
I would suggest no matter what to look into combat reflexes and a dex of about 14. That will give you 3 AoO a round. Any route you take this should be one of the first thing to look at to fill one of your requirements.

Ryze Kuja |

If you do end up going the F1/W5/EK10 build, you'll definitely want to start the game with the Trait Magical Knack so you don't lose the 2 Caster Levels in Wizard from getting a level in Fighter and the missing +1 spellcasting level from the first level in EK.
You might also consider doing Slim Jim's trick by getting Additional Trait as a Feat, and then picking Magical Lineage/Wayang Spellhunter. You can't retrain Traits, but you can retrain Feats for a bit of coin-- so if you get Magical Lineage/Wayang Spellhunter with the Feat Additional Traits, you can retrain it into whichever spell you'd like to be casting with MM feats for lower spell slots.

Unleash Your Colours |

Thank you guys.
I would love to put myself in condition to get AoO, maybe pushing enemies (is that possible?) out-range with some maneuver or stopping their movement.
And what are you doing when you wait the enemy to come closer? That's what spells are for (i would like some kind of "passive" spells that force enemies to get closer, like some kind of barrier or maybe could work with some kind of fog stuff)
I found Bullrush, exactly what i was looking for. Now i have some doubts because seems that combat maneuvers are limited to your size vs the opponent size. How can you overcome this limit(or which class/ability let you get closer to)?

Ryze Kuja |

Maybe you could try something like this?
.
Human 25pt buy
Str 18 (16+2)
Dex 12
Con 14
Int 16
Wis 10
Cha 8
Traits: Magical Knack (Wizard), Reactionary
lvl1-F1: Feat: Power Attack, Human BF: Additional Traits (Magical Lineage/Wayang Spellhunter, choose Burning Hands), Fighter BF: Improved Initiative
lvl2-W1: Arcane Bond: Arctic Hare Familiar (+4 Initiative), School: Divination/Foresight
lvl3-W2: Feat: Empower Spell (Empowered Burning Hands is lvl 1 spell slot)
lvl4-W3: +1 Int
lvl5-W4: Feat: Intimidating Prowess
lvl6-W5: Wizard BF: Heighten Spell
lvl7-EK1: Feat: Preferred Spell: Fireball, EK BF: Cornugon Smash (get Cruel Enchant now)
lvl8-EK2: +1 Int
lvl9-EK3: Dazing Spell (retrain Magical Lineage/Wayang Spellhunter to Fireball-- now you have Dazing Fireballs as 4th lvl spell slot that can cause AoE 3 round Daze, and you never have to prepare Fireball because you can trash utility spells to cast it spontaneously with any MM feats you have :D)
lvl10-EK4:
lvl11-EK5: Spell Penetration, EK BF: Any combat feat
lvl12-EK6: +1 Int
lvl13-EK7: Preferred Spell: Firesnake (now you can cast Firesnake spontaneously as well :D)
lvl14-EK8:
lvl15-EK9: Spell Perfection: Firesnake (Dazing Firesnake is 5th lvl spell slot :D), EK BF: Any combat feat
lvl16-EK10: +1 Int (EK: Spell Critical! <-- so good)
lvl17-W6: Greater Spell Penetration
lvl18-W7:
lvl19-W8: Piercing Spell or Maximize Spell
lvl20-W9: +1 Int
Why Divination? Because of Forewarned, but mostly for Prescience (bolded below). With your Witch ally giving you Fortune, it would be Rerolls all day erry-day.
DivinationDivination Arcane School
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su)
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
ForesightPrescience (Su)
At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell (Su)
At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Unleash Your Colours |

Thanks.
The problem is i'm not looking into granting myself rerolls, but mainly the party, but as someone said that role is probably covered by the witch (at least for what concerns hexes, the oracle stuff is still a valid option).
I'm wondering, as a wizard, are you running some kind of armour? Because i'm mainly staying in the center of the battlefield most of the encounters.
I took a look at the samurai, and i loved it. Asked my GM with a message and seems he isn't allowing any "oriental" class type (Ninja, Samurai, Geisha Bard..) :(

Ryze Kuja |

Thanks.
The problem is i'm not looking into granting myself rerolls, but mainly the party, but as someone said that role is probably covered by the witch (at least for what concerns hexes, the oracle stuff is still a valid option).
I'm wondering, as a wizard, are you running some kind of armour? Because i'm mainly staying in the center of the battlefield most of the encounters.I took a look at the samurai, and i loved it. Asked my GM with a message and seems he isn't allowing any "oriental" class type (Ninja, Samurai, Geisha Bard..) :(
Yeah, I think doubling up on Fortune Hex would be wasteful because now you have two party members Cackling and the Witch really ought to be doing that instead of you, imo. Action Economy is everything in this game. If you’re truly married to that style of character, you could go Hexcrafter Magus8/Eldritch Knight 10?
As a wizard, you can get mithril armor/buckler to lessen your spell failure, or rely on dex and use Mage Armor and Shield spells to boost AC.

Ryze Kuja |

Well, I think that if you want to be a "reroll" tank with a reach weapon and Arcane Spells, Hexcrafter Magus8/EK10 is probably your best bet. The two primary downsides I see with this are: firstly, you're investing 8 levels into a class (with lesser Arcane spellcasting prowess than a Wizard) for a feature that another party member gets for *comparatively* free; it just costs her a Hex and she's probably already going to get it anyway; and secondly, you'll have two people using Move Actions every round to Cackle (this severely limits your own movement and ability to get full-attack actions). The main upside to having a second party member with Fortune is that each party member can have Fortune twice a day now. But, as a Hexcrafter8/EK10 with Accursed Strike, your party's debuffing potential will be absolutely insane. Your GM will flip the table once you start using Bestow Curse, Empowered Enervation, and Maximized/Empowered Touch of Idiocy in your Spellstrikes, not to mention the Shaken/Sicken combo.
In a cost/benefit analysis, I personally think you'd be better off with the utility of a Fighter/Wizard/EK. You can still do a metric crapton of battlefield control if you prepare Wall/Pit/Cloud spells and wreck faces with a reach weapon when they get close. And Wizards debuff quite well anyway. You can still do Bestow Curse, Enervation, and Touch of Idiocy as a Wizard; it just won't happen as part of a Spellstrike, so the full debuffing potential of your group won't manifest as quickly.

Temperans |
If you do go with the Hexcrafter option, Staff magus might be of interest as you can gain tripping staff and stick-fighting style to not only debuff, but also trip lock anything that gets within your reach.
The only problem, is you would need a 1 lv dip in another class to regain martial weapon proficiency.

JDLPF |

About Kitsune i've some questions (nice build anyway and thanks for the help!!):
- Why Kitsune exactly?
- I love Life link, but are those healing-stuff needed? I mainly got that role covered already, if there's a way to grant rerolls without healing i'm fine anyway (maybe even earlier than 7th level)
- Which weapon am i using and with which feat "route"?
In my opinion, there really isn't such a thing as 'too much healing,' since action economy is a thing, and even another healing character will likely appreciate support and a second set of resource pools to extend your group's daily ability to survive encounters.
The reason you pick Kitsune is due to gaining the bonus spells from Life Spirit at level 4, which is a duplicate of the Life Mystery Oracle list of bonus spells. It's essentially a wasted class feature. However, if you take the Wrecking Mysticism curse, you instead trade those mystery spells for bonus tails, gaining a spell-like ability every second level, and then you get all those bonus spells back for free at level 4. Now technically, nothing says you must be a kitsune in the curse to gain the bonus tails, but most GMs will rule that you need to be that race to use that feat, so it helps you lock in the bonus, no argument. It's not a bad base race for the class anyhow, with bonuses in all the right areas, and their Favored Class Bonus even gives you any one weapon proficiency feat, including exotic stuff, per four levels.
Feats would probably be along the lines of:
1st: Fey Foundling
3rd: Selective Channel
5th: Quick Channel
7th: Fateful Channel
9th: Spell Focus (Conjuration)
11th: Augment Summoning
13th: Spell Penetration
15th: Greater Spell Penetration
Your tactic in combat is to keep Life Link up, supporting with a reach weapon or summoned creatures, and popping out Channel Energy when needed to top off your allies and yourself. By 7th level, you probably open combat with a Prayer, followed by a Quick Channel as a move action, then spend the next round as a full round action to cast Summon Monster III for a celestial leopard or lantern archon.

Unleash Your Colours |

Thanks again for your suggestions guys!
Well, now seems that things have changed a bit from when i wrote the first post, so lets make the point:
-Rerolls are probably covered by the witch (i forgot that the only class i was aware of is that the debuffer was looking into creating a witch)
-Healing is already covered as Buffs are (that being said by the GM)
So now, i would be able to focus on Battlefield Control, mainly from a melee perspective.
I love Bull Rush (at least the idea of it, i've never played that maneuver).
I love also the idea of being a small lil guy on a wolf or such (i always wanted to play one), but i guess, even if being smaller (as a mount and PC) could help in a setting like this (GM said we're gonna be mainly in towns), size matters for maneuvers and such stuff right?
Something that makes me curious is the Orc Ram (Reach, available with no feat if Half Orc).. is there something viable with this weapon?

Scott Wilhelm |
What rulebooks are you allowed to use?
Some thoughts off the top of my head:
Get Scent and Blindfighting. Carry around an Eversmoking Bottle. Everyone will be Blinded, including you--50% Miss Chance--but with Scent, you will be able to find your opponents, and with Blindfighting, you can move around normally, and you will get to reroll your Miss Chance. If you take Improved and Greater blindfighting, you will eliminate the Miss Chance altogether, and there are some other magic or psionic ways to eliminate it.
There are other ways to get a Miss Chance: Blur, Horn of Fog, Displacement.
If you multiclass extensively, you will get wicked high saving throws.
I have a 10th level character--3.5 Halfling Fighter Rogue---with Evasion and such a high Reflex Save, the party spellcasters just go ahead and cast Fireballs and Lightning Bolts right in his square and he never gets touched by them.
Combat Expertise is underrated. I've been finding at high levels I've had Attack Bonus to spare, but really need higher AC.
I don't have a good way to get DR. I'd say Adamantine Armor, but I prefer Mithril. The psionic power Biofeedback is good.
Infernal Healing gives you Fast Healing.
I used to have a way to get Fast Healing, but Paizo recently made it illegal. Get an Alchemal Tumor Familiar with the Protector Archetype. With its Shield Other, it will absorb half the damage you take, and with its Fast Healing, it can suck up a lot of Damage. They recently ruled that you can't have a Tumor Familiar with the Protector Archetype, maybe not any archetype, I forget. They just like to ruin all my fun. You could just use a regular Tumor Familiar and give it Oil of Shield Other, or be a Cleric/Alchemist and have the Tumor Cast Shield Other on you or something, but one way or another, those options are expensive and maybe impractical. Meanwhile, Protector Familiars that aren't Tumors are still pretty cool. They give you a +2 AC (sort of) and they still do that Shield Other thing. Maybe you can cast Infernal Healing on the Familiar.
You can put SR 13 on your armor pretty inexpensively.

Scott Wilhelm |
For DR, there is a feat series that lets you change you combat expertise AC to DR. The follow up doubles the value.
This is the Feat I found. Is this what you were thinking of, or is there another?
Anyway, this one looks promising.
You can get Endurance as a Hal-Orc Racial Trait, and Scent as a Half Orc Feat. Endurance is nice anyway because you can sleep in Medium Armor, so hello, Breastplate or Mithril Full Plate. That wouldn't be so important if you want Evasion, since you can't use Evasion wearing Medium Armor anyway.
If you are taking Combat Expertise anyway, you should probably build on it with like Dirty Trick or Tripping. I really like Dirty Tricks for Blinding opponents to lock in Sneak Attack Damage, and you can't use SAD while Blinded even if you do have Blindsight and Scent. There might be a workaround.
So, what do we have?
Scent, Blindfighting, and an Eversmoking Bottle for a 50% Miss Chance
Armor Class? high dex, heavy shield, Mithril Agile Breastplate, Ring of Protection, Amulet of Natural Armor
DR: Diehard and Stalwart
Take a level in something so you can cast Infernal Healing on your Familiar, and yourself, too.
That makes for quite a tank!

Scott Wilhelm |
Reach build or some battlefield control (reach is the best one imho) ] Reach build or some battlefield control (reach is the best one imho)
For Reach, I like the Phalanx Soldier Archetype. With 3 levels in that, you can fight with a Shield in 1 hand and a Lucerne Hammer (my favorite) in the other.
You could also fight with Halberd and Shield. Forgo Shield Bashing and use a heavy shield and 2 weapon fight with halberd and Armor Spikes. Take 2 weapon fighting. Take Hamatula Strike, turning every hit into a Grapple, and then do extra armor spike damage with every hit.
Another thing you could do with Phalanx Soldier is Ready Pike at Level 5. You can whip out your Pole Arm as an Immediate Action so like if someone is charging you, Boom goes the Reach, Brace Pole Arm, and Hello Attacks of Opportunity that do double damage!
I would love to put myself in condition to get AoO, maybe pushing enemies (is that possible?)
You can take Shield Slam and get a free Bull Rush with every Shield Bash. You can take Greater Bull Rush and give your Allies Attacks of Opportunity with every Bull Rush, and you can take Paired Opportunist and get AoOs for yourself, too. Anyone that gets too close, you can Slam them away from you and tenderize them on your 'Hammmer. You can take Great Cleave and Shield Bash everyone adjacent to you and also beat everyone 10' away from you with your reach polearm.
Paired Opportunist is a Teamwork Feat, so you will have to do some multiclassing shenanigans to make it work: say 3 levels in Inquisitor or Paladin with the Holy Tactician Archetype. Maybe do both and take Broken Wing Gambit, too. That way whenever anyone attacks you, everyone gets Attacks of Opportunity.
Extensive multiclassing is my major advice for upping your saving throws already. And you want to be able to buff your party. And you want some social skills. Both Paladin and Inquisitor levels will help you with all of the above.
I found Bullrush, exactly what i was looking for. Now i have some doubts because seems that combat maneuvers are limited to your size vs the opponent size. How can you overcome this limit(or which class/ability let you get closer to)?
Bull Rush is limited by Size, and there is little you can do about it. If you buff yourself with Enlarge Person or Righteous Might, you can grow 1 Size. If psionics are allowed, dip into Psychic Warrior and Expansion will let you grow 2 Sizes. Powerful Maneuvers might give you a sort of virtual size increase for your maneuvers, but I'm not sure, and anyway I think you need to be a Monster or something to take it. Bull Rushing is limited by Size, but it is super hot, giving out Attacks of Opportunity, and you can incorporate it into your Shield Bash Attack.
2 Combat Maneuvers that don't depend on size are Grappling and Dirty Tricks.
Dirty Tricks can be used to Blind your opponents granting you a 50% Miss Chance against their attacks, and making them instantly vulnerable to Sneak Attack Damage from you or other party members. If your opponent has Blindsight, well, you can Dirty Tricks to make them Deaf, too! Dirty Tricks require Combat Expertise, but that Stalwart Feat that grants you DR works off of Combat Expertise.
Under the right circumstances, any Grappling ability can be just the perfect thing for shutting down the right opponent. Here, I'm talking about combining Grappling with melee Attacks via the Hamatula Strike Feat. When you wear Armor Spikes, you do damage with them on every Grapple Attack. Releasing the Grapple immediately after is a Free Action. So in this way, you would be sort of doing a catch-and-release Grapple.