The Hulk! version 4317...


Advice


Ok, so I know it's not original. A friend wants to run the hulk. Now we are aware that many of the proposed 'Hulk' builds are based on brawler and alchemist mutagen.

However, in the comics the Hulk often uses people to hit other people and throw them at yet more people. So he wants to concentrate on the Body Bludgeon and Hurling rage powers. Those require 10 and 12 levels of barbarian (or primalist bloodrager). If you know of another way to get those powers or a Hulk-ish way to get the same effects, we're open to suggestions.

Abyssal bloodrager will give natural attacks and size increase.

Here is my first rough draft of the build at level 12.

raging Hulk bloodrager:

Half-orc bloodrager (primalist, rageshaper, untouchable rager) 12 (Pathfinder RPG Advanced Class Guide 15, 84, 84, 85)
CG Large humanoid (human, orc)
Hero Points 1
Init +0; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 15, touch 9, flat-footed 15 (+6 armor, +2 deflection, -2 rage, -1 size)
hp 148 (12d10+72)
Fort +19, Ref +9, Will +13
Defensive Abilities uncanny dodge; DR 2/—; SR 22
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greataxe +18/+13/+8 (3d6+28/×3 plus 2d6 on charge) or
. . bite +19 (1d6+20 plus 2d6 on charge), 2 claws +19 (3d6+20 plus 1d6 fire and 1d6 fire and 2d6 on charge)
Space 10 ft.; Reach 10 ft.
Special Attacks claws, greater bloodrage (41 rounds/day)
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Statistics
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Str 31, Dex 10, Con 22, Int 12, Wis 10, Cha 7
Base Atk +12; CMB +19 (+21 bull rush, +23 grapple, +22 sunder); CMD 33 (36 vs. bull rush, 35 vs. grapple, 34 vs. overrun, 35 vs. sunder)
Feats Body Shield[UC], Chokehold[UC], Dirty Fighting, Greater Grapple, Improved Bull Rush, Improved Grapple, Improved Sunder, Intimidating Prowess, Power Attack
Traits blood of giants, indomitable faith, mathematical prodigy
Skills Acrobatics +15, Climb +25, Craft (clockwork) +18, Intimidate +25, Knowledge (arcana) +13, Knowledge (engineering) +17, Knowledge (local) +2, Perception +15, Ride +4, Survival +4, Swim +14; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ bestial aspect, bestial aspect, demonic bulk, doubt, fast movement, furious transformation, hero points, orc blood, rage powers (body bludgeon[UC], hurling[APG], lesser hurling[APG], greater hurling[APG])
Combat Gear potion of cure serious wounds; Other Gear rhino hide, +1 adamantine greataxe, belt of mighty hurling, lesser[UE], boots of the cat[UE], cloak of resistance +5, furious amulet of mighty fists, ring of protection +2, robe of arcane heritage[APG], traveler's any-tool[UE], 281 pp, 5 gp
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Special Abilities
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Bestial Aspect (+10' polymorphed movement) (Su) Increase dam of nat attacks & +10 ft. to movement types granted by polymorph spell.
Bestial Aspect (increased polymorphed damage) (Su) Increase dam of nat attack granted by polymorph spell.
Bloodrage (41 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Body Bludgeon (Ex) Use pinned foe as improvised weapon while raging.
Body Shield Gain cover against attacks while grappling
Chokehold May pin grappled opponent one size category larger than you
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Furious Transformation (Su) Extend polymorph spells while bloodraging with a concentration check.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hurling, Greater (Ex) Throw large objects while raging.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (22) You have Spell Resistance.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

So what are your thoughts, concerns, suggestions?

Dark Archive

The problem is as soon as someone uses freedom of movement (or a similar ability) this build becomes useless


Not every opponent has Freedom of Movement (or a similar ability). And well, he still has 3 primary natural attacks with average of about 30 points. Spell resistance. Forty rounds of greater bloodrage. Reach. As well as 148 hit points of meat shield.
That doesn't seem 'useless' to me.

But if you feel that way, how would you do the concept better?

Dark Archive

Honestly if you want to grapple tetori monk is the only way to go.

Id probably use a barb/alchemist combo into the alchemist prestige class whose name escapes me at the moment


Revolving Door Alternate wrote:
... So he wants to concentrate on the Body Bludgeon and Hurling rage powers. Those require 10 and 12 levels of barbarian (or primalist bloodrager). If you know of another way to get those powers or a Hulk-ish way to get the same effects, we're open to suggestions...


Name Violation wrote:

Honestly if you want to grapple tetori monk is the only way to go.

Id probably use a barb/alchemist combo into the alchemist prestige class whose name escapes me at the moment

Master Chymist. I'm actually making a Hulk that way myself.

As for Revolving's build, there are a few feats that could mimic those powers a bit. Improved Ki Throw looks the closest.

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