Summerstorm |
Hoi, i am building a collection of characters for a potential new campaign for me to choose from, and i have this idea on my mind which i can't seem to get working right.
Thought i might ask here to get a better perspective on it, because i have never worked so hard at making such a bad build.
So, what i want: A Manly-man character, obsessed with wrasslin' things into submission, running fast, throwing far, swimming, climbing jumping. A Mix between loud-but-fun Pro Wrestler and classic Olympian.
1. Grappling as main attack, but not hyper-specialized (If the Monster can't be grappled it should be fine.)
2. He can (maybe rightfully) boast to be the strongest man in (insert where he is right now)
3. Be a Devout disciple of Kurgess, maybe enter the Darechaser Prestige Class to display better feats of prowess.
4. Don't rely on spells or preparation too much and can proudly exclaim that his powers are (mostly) his own (Divine help/gifts is also acceptable).
5. Best would be unarmoured for style.
So i landed on this:
Aasimar LG, Lvl 1 – Monk (Maneuver Master – Lifting Hand)
Buy Race Lvl Enh Sum Bon
Str 18 +2 20 +5
Dex 13 13 +1
Con 14 14 +2
Int 8 8 -1
Wis 7 7 -2
Cha 11 +2 13 +1
20
Aasimar (Angelblooded) Outsider, Native
Darkvision, +2 Str, +2 Cha
Resistance: Cold 5, Elec 5, Acid 5
+2 Heal, +2 Know (Planes), Alter Self 1/Day
Traits:
1. Blood of the North (+1 CMD, CMB on Grappling)
2.
Feats:
1. Deific Obedience (Kurgess)
Monk
1. Flurry of Maneuvres (One Maneuver extra on full attack)
1. Improved Grapple
1b. Savage Slam (CMB Grapple check to slam Foe Prone – Damage =Unarmed)
Skills:
Ranks Class Bon Attrib Enh Sum
Acrobatics 1 3 1 5
Climb 1 3 5 9
Swim 1 3 5 9
Can't get Scaled fist in there, which would be awesome, but clashes slightly with the Maneuvre-Master (Maybe i can barter with the DM). But will never-ever work anyway... AC of 11... No DR, low Skills, this will go down fast and bloody.
I was thinking about maybe go to Barbarian, or maybe even Paladin or whatever, but i am failing to get the actions going i want him to perform. Maybe someone has an alternative idea?
Also: Anyone has an idea how to pump the strength-score to unusal heights, Dragon Disciple could do it, or (sadly very late) a sorcerer Orc-Bloodline. Also was thinking about the Strength-domain as a cleric - but that seems too hard to do, and i don't see him as a cleric - too many spells.
Scott Wilhelm |
1Cavalier1: Order of the Penitent, Coordinated Maneuvers
Cavalier gives you 10hp on the start, so that's nice. Coordinated Maneuvers gives you a +2 on all Combat Maneuvers.
2C1Alchemist1: Gunchemist
If you run into something you can't Grapple, shoot it with Exploding Bullets.
3C1A2: Tentacle, King Crab Tumor Familiar
King Crab Familiars give you a +2 on Grapple Checks. Tentacles give you a +4. Also, when you hit someone with your Tentacle, you may Initiate a Grapple as a Free Action.
4C1A2Monk1: Maneuver Master
After you hit someone with your Tentacle as a Standard Action, then Grapple them as a Free Action, you can then use Flurry of Maneuvers to Pin them.
5C2A2M1: Expert Captor
After you hit someone with your Tentacle as a Standard Action, then Grapple them as a Free Action, you can then use Flurry of Maneuvers to Tie them Up..
avr |
An unchained monk can use various ki powers to seem stronger, faster and tougher than any mortal. Barkskin, bare hand block, sudden speed etc. The scaled fist archetype saves him from needing Wis for AC etc. and makes his Cha serve that purpose. There's a trait (irrepressible?) which adds his Cha to some will saves.
Summerstorm |
Yeah, i was thinking about unchained monk too, trading will save for BAB would allow faster entry into prestige - sadly somehow not compatible with maneuver master.
But yeah, might throw that away and just go with stances and feats.
Thought about taking Skald for the "Raging Song" (depending on how many other players are going melee) so i could have a strength bonus (also some worth for the team) and it opens up doing the dragon disciple stuff instead of darechaser.
@Scott Wilhelm
Eh, the tentacles and guns and whatever totally go against the core idea.
But that King Crab familiar... (Not for the bonus, but the fun)
"Hey Crabster, you think those jabronis can take us down? Ha, right you are, our FISTS and PINCERS OF JUSTICE can defeat anything"
@GM_Rorek
Yeah, Tetori was my first thought too, but it's a bit of grapple-overspecialization in my opinion. But i have to recheck it again.
Hm, like i said hard to get exactly what i want from the game. Maybe time to write my own archetyper for something? My poor DM...
Scott Wilhelm |
Eh, the tentacles and guns and whatever totally go against the core idea.
It might not be what you want, but it sure does go with what you asked for.
1. Grappling as main attack, but not hyper-specialized (If the Monster can't be grappled it should be fine.)
You asked for a grappling sportsman, right? Well hunting is a sport. I offered you a big game hunter with a gun. Not what you wanted, fine, but totes what you asked for.
A Sportsman? Well, as an Alchemist, he's a juicer, taking steroids like Lance Armstrong.
Pro Wrestler and classic Olympian.
Like I was saying.
Are you saying 'roid monster-sportsman don't really have tentacles? Do you really know? That stuff has side effects...
Anyway, what I gave you has a Grapple Mod of +13 by level 5, and that's only counting BAB, Feats, and Class Abilities. And what I gave you can Grapple and Tie Up an opponent in a single round. Nobody else does that by level 5!
Not what you want in a sportsman-grappler? Fine, but I'm giving you gold here. What you don't want is gold, Olympic Gold.
But that King Crab familiar... (Not for the bonus, but the fun)
Well, you probably should look again before you get that as an Alchemist. The Alchemist Familiar is a Tumor that animates and detaches and re-attaches to the body. The advantage is that a real King Crab is an Aquatic creature that needs special care if you don't want it to die in most adventuring environments. The disadvantage is that making a pet out of your tumor-growth will probably not settle well with your squeamish sensibilities.
Scott Wilhelm |
The Lore Warden Fighter gets a +2 CMB at level 3 and +2 every 4 levels thereafter.
The Unchained Barbarian gets that +4 St right at the beginning through Rage, and there is the Accurate Stance that gives a +1 on all Attack Rolls every 4 levels (a Grapple Check is an Attack Roll). That would, by the way, stack with the Alchemist Strength Mutagen, which also gives +4 St.
There are other ways to get Grab and that lovely, lovely +4. There is the Lockjaw Spell. There is Druid Wildshape. Other Classes can cast Beast Shape which is like Wild Shape.
White Haired Witches Grapple.
The Living Monolith Prestige Class can let you Enlarge Person as a Swift Action 3/day: +2 on Combat Maneuvers. It was just pointed out to me that the Growth Subdomain of the Plant Domain does this, too.
DthKnell |
You could also go with Brutal Pugilist Barbarian and focus on grapple feats (duh!) and rage powers that support this maneuver. Look for Bruno the Handsome Grappler, he's posted some very nice grappling build over the years that don't rely on weird tentacles or illicit substances ;)
I've played one crazy multiclass character that focused on grappling and debuffing with exotic range weapons. Though you might not like to multiclass that much, I'll just point out one Feat I really like to scale maneuver bonus up : https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arc ane-discoveries-paizo/knowledge-is-power-ex/
All you need is a level of Wizard and then you can both your Strength and Intelligence bonus to your maneuver checks. As a dip, going wizard will also allow you to use wands and spell trigger items from the wizard spell list. You get a familiar, the aforementioned King Crab is a nice choice in this case, and a school specialty. I would go with Divination (Forsight) to always act in the surprise round and to get some extra d20 rolls when I need them.
zza ni |
you might wanna have a look at the snapping turtle style tree (snapping turtle style,shell and clutch). it's give you shield bonus while adding stuff for grappling (and the 3rd feat let you immediately grapple some1 who miss you with an attack. )
it's one of the earliest ways to pin an enemy on your first round of combat (assuming you got into the style as free action from other ways or in the surprise round. normal getting into style is swift action)
move while provoking aoo > if he miss you grapple as immediate action. then as standard you pin. can be done as early as 3rd level.