Expert Brawling & Grappling Character


Advice


I want to create a character that relies heavily on hand to hand combat and Grappling his foes. I am picturing a Tall and Muscular Half orc that in my mind is shirtless with tribal tattoos covering his arms and chest and back. I'd like him to hit hard and have several grappling techniques under his belt.

Ideally he should know his way around a ship and be a pirate like character
I see him Liking his Boozes but i am unsure if i want this to play a mechanical role in his character design or just be a role play trait.

Ideally this character should have a level starting at 3rd and be built up to level 12


Haven't you made this character before a few times? Just take one of the previous ones and tinker with it a little.


Well, I have a little grappling something I think I got to work right and starting at low levels.

The idea is that this character can Grapple and Tie you Up in a single round using Expert Captor and abilities that let you make more than 1 Grapple check in a Round. Previously, I relied on Greater Grapple, which is fine, but you can't take GG until your BAB is +6.

Also, remember that most grapplers are completely undone by Freedom of Movement. Pretty much the way to stop that is to take 9 levels in Tetori for the Inescapable Grasp ability. I'm going with a different option: If you can't Grapple them, shoot them.

You want him to be a Half Orc: awesome, lets give him an Orc Hornbow that does 2d6. With that level in White Haired Witch, he can make that Natural Attack with the 'Hair and not even put down the Bow. That level in Ranger lets him use the Wand of Gravity Bow, which raises the Damage to 3d6. Let's give him Shaman's Apprentice.

6FR11W1M1C2: Expert Captor, BAB+4
7F1R1W1M1C2Alchemist1: Grenadier, Bombs, Brew Potion, Extracts, Mutagen, Throw Anything, Weapon Focus Grapple

You wanted a hard-drinking character. This one drinks mutagens and extracts.

8F1R1W1M1C2A2: Alchemal Weapon, Infusion, BAB+5

Exploding Arrows are cool.

9F1R1W1M1C2A3: Swift Alchemy, Bombs 2d6, Greater Grapple, BAB+6
10F1R1W1M1C2A4: Explosive Missile
11F1R1W1M1C2A4Living Monolith1: Iron Will, Ka Stone: Toughness, Enlarge as Spell 3/day as Swift Action
12F1R1W1M1C2A5L1: Bombs 3d6
13F1R1W1M1C2A6L1: King Crab Tumor Familiar, Vital Strike, BAB+7
14F1R1W1M1C2A7L1: Bombs 4d6, BAB+8
15F1R1M1C2A8L1: Tentacle, Cleave, BAB+9

Cleaving is a Standard Action. Greater Grapple lets you Maintain a Grapple as a Move Action. You can Initiate a Grapple with 2 opponents as a Standard Action, then Tie Up one of them as a Move Action with GG.

What's next? How about Snake Style Feats and Feral Combat Training to use it with you 'Hair. Then Great Cleave. Then, as your victim make Grapple Checks to Escape your Grapple, you can make Attacks of Opportunity, again with your 'Hair, and Tie them up as you score extra Grapples. You can dip extra levels in Ranger, Fighter, and Monk to speed those along.

So, now you can Grapple single and multiple opponents, and if they can't be Grappled, you can shoot them with Exploding Arrows that do a respectable 12d6.


Nosta1300 wrote:

I want to create a character that relies heavily on hand to hand combat and Grappling his foes. I am picturing a Tall and Muscular Half orc that in my mind is shirtless with tribal tattoos covering his arms and chest and back. I'd like him to hit hard and have several grappling techniques under his belt.

Ideally he should know his way around a ship and be a pirate like character
I see him Liking his Boozes but i am unsure if i want this to play a mechanical role in his character design or just be a role play trait.

Ideally this character should have a level starting at 3rd and be built up to level 12

unless you have something specific in mind it sounds like you just described a generic half-orc brawler. So... make a half-orc and make them a level 3 brawler, take improved grapple and pick grappling for your maneuver training.

If you want them to know their way around a ship, throw a skill point or two into profession sailor.


LordKailas wrote:
Nosta1300 wrote:

I want to create a character that relies heavily on hand to hand combat and Grappling his foes. I am picturing a Tall and Muscular Half orc that in my mind is shirtless with tribal tattoos covering his arms and chest and back. I'd like him to hit hard and have several grappling techniques under his belt.

Ideally he should know his way around a ship and be a pirate like character
I see him Liking his Boozes but i am unsure if i want this to play a mechanical role in his character design or just be a role play trait.

Ideally this character should have a level starting at 3rd and be built up to level 12

unless you have something specific in mind it sounds like you just described a generic half-orc brawler. So... make a half-orc and make them a level 3 brawler, take improved grapple and pick grappling for your maneuver training.

If you want them to know their way around a ship, throw a skill point or two into profession sailor.

Well truth be told that was kinda what I was thinking.

What do you think I should take for all my feats threw level 3 - 12


Nosta1300 wrote:

Well truth be told that was kinda what I was thinking.

What do you think I should take for all my feats threw level 3 - 12

hmm... I'm no sure, I don't think I've made a straight grappler before, most of my grappling builds are based around a gimmick. Looking at grapple based Animal Companions I have the following feat trees

Damage: Improved Unarmed Strike/dirty fighting(1st), Improved Grapple(2nd), Improved natural attack(6th),
Deadly Grappler/Throat Slicer(8th), Greater Grapple(10th), Rapid Grappler(14th), Bushwhack(16th)
Grabbing: Improved Unarmed Strike(1st), Improved Grapple(2nd), Snapping Turtle Style(5th),
Snapping Turtle Clutch(8th), Greater Grapple(10th), Chokehold(14th), Bushwhack(16th)
Reptile: Improved Unarmed Strike(1st), Combat Reflexes(2nd), Vicious Stomp(5th), Deathroll(8th),
Improved Grapple(10th), Deadly Grappler(13th), Shark Style(16th)

I would also look at grabbing style, shark style and boar style, along with their associated followup feats. To see if any of them make sense with your concept. As a half-orc you could pick up the racial trait tusked to make full use of shark style. Alternatively you could take the trait Final Embrace via the Adopted trait.


Maybe just a straight-up Monk, Maneuver Master, and have a few different Maneuvers under your belt. Spending your time on a ship, maybe you want to be Bull Rushing people overboard sometimes and hogtying them in the rigging sometimes.

Maybe be a Quinngong Drunken Master of Many Styles.

IIrc, there are Drunken Barbarian Rage Powers, aren't there? Unchained Barbarians have a stance that give them +1 Damage every 4 levels.

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