
Failedlegend The Eternal Gish |

ok so before saying anything else i realize Kobold is in NO way ideal for this build (nor is this build an optimal one) but this is a salvage build due to remaster killing my build so gotta stay a Kobold (im really attached to the little guy) and frankly im cool with suboptimal builds as long as im enjoying myself
Mekku is a Talosian (Metal Planar) Kobold Inventor w/ Champion and Bastion archetypes (we use free archetype) and my GM suggested the Wrestler archetype since I keep grappling alot (I have a lethal unarmed attack due to the Ferrousoul Talos Feat) so im trying to fit it in to increase my battlefield control to protect my squishy party (2 sorcs and a witch)...champion, bastion and my shield already make me tough along w/ my inventor power armor. I just need to discourage them from walking right past me and i like grappling.
That all said I have 6 slots to take wrestler feats and I've narrowed it down to 7
Open slots (Currently Level 5)
8 Wrestler Dedication
10 ???
12 probably inescapable grasp
16 ???
18 ???
20 ???
Feats: Dedication, Combat Grab, Disengaging Twist, Clinch Strike, Strangle (its non-lethal so the name is a bit of a misnomer), Whirling Throw, Inescapable Throw
Strangle - im considering ditching simply cause of the name...im not sure if its suits Mekku he has no problem fighting but he tries to solve stuff peacefully or at leadst non-lethally if possible (its why i chose redeemer champion), i mean i can somewhat see it as a non-lethal way to subdue a caster but still not sure
Disengaging twist - since this and clinch strike are both reactions and i will already have my champion reaction this just gives me options and I THINK i'd prob use clinch strike more often or at least it would function as a deterent (I get a free reaction for shield block at 12 so less relevant but nothing wrong w/ two shield blocks)
No reactions - i COULD drop both clinch strike and disengaging twist and choose another feat as i do already have reactions (Glimpse of redemption and shield block)
*Crushing grab - deals str mod bludgeoning damage on a successful grapple but it's only for the BASE grapple action (GM says so) so its really not worth it
*Aerial Piledriver - nothing wrong with this feat I just cant visualize Mekku doing this since he's in a wheelchair (sort of its a steampunk device that moves with 6 "legs" that have hand at the end for climbing ladders etc. these hands can only be used for mobility not to hold or use things)
*Snagging Stike - seems rather redundant with grappling since they both apply off-guard...presumable you would do snagging strike to fulfill the req for combat grabs press trait but still meh imo
*Elbow Breaker - disarm is kind of meh and i prefer combat grab despite the press trait
*Suplex - slightly easier to visualize than aerial piledriver but still a stretch, it also releases the grapple so is more about damage than "tanking" whereas at least with whirling throw I can get them away from the party (and possible into a hazard or at least difficult terrain...ironically old Mekku would appreciate wrestler mekku being able to throw enemies into his traps)
*Running Tackle - a little hard to justify when theres so many great 1 action abilities and aside from round 1 i dont move much
*Submission Hold/Spinebreaker - makes them enfeebled/clumsy which make it harder to escape with Athletics/Acrobatics respectively and are nice debuffs, they were hard to drop TBH...spinebreaker is little brutal sounding though...definately strong contenders
*Form Lock - lets you wrestle someone out of a polymorph, fluff wise REALLY cool but probably WAY too niche
Note assumptions made above are based mostly on DM rulings but I could have misunderstood something

Finoan |

Personally my wrestler character is most looking forward to clinch strike and submission hold. But any of them are pretty good. I have Suplex and you are right - trading grabbed for possibly prone is less about the condition and more about the additional damage that it does.
Now... What about the Remaster 'killed' your old build? Since you have Champion archetype, I am assuming that you are still allowed to use Core Rulebook options...

Failedlegend The Eternal Gish |

Personally my wrestler character is most looking forward to clinch strike and submission hold. But any of them are pretty good. I have Suplex and you are right - trading grabbed for possibly prone is less about the condition and more about the additional damage that it does.
Now... What about the Remaster 'killed' your old build? Since you have Champion archetype, I am assuming that you are still allowed to use Core Rulebook options...
Since it's shorter first the champion question, yep until Core 2 comes out we are using champions as is (we're using the remastered versions of classes,spells, etc. that have been updated), were assuming Edict/Anathema are just gonna supersede alignment for now. Also we use Foundry VTT so were kind of bound to the changes they make.
Regarding the build it was a poison based (refluffed as alcohol) we called them "Free samples" my guy runs a restaurant cart (like a food truck, were playing the circus AP Extinction curse)...technically its not officially part of the remaster but it was errata released at pretty much the same time.
Basically poison was already suboptimal (both due to lowish damage and targeting fort not being ideal) but it was good enough that my enjoyment of the character concept was enough to make it fun and i WAS having a blast with it
Than For SOME reason a dev at Paizo wanted to make poison even more useless...iirc most poisons got their damage halfed or worse except for like one or two, due to Toxicologist (aka Mixologist) Alchemist scaling poison DC i could have stuck with the few that didn't get hit quite as hard (still nerfed) but really killed the whole idea of my being an experimental restaurateur if he always used the same "alchohol"
Also as I mentioned when talking about Champion we use Foundry VTT so continuing to play my poisoner would be really boring or require the DM to edit ALL the poisons back to their old form which would be ALOT of work, were hoping that the nerf is due to changes to the Toxicologist or something.
Now im going to go to Legendary in survival, additional Lore: Cooking and tend to obsessively taste most plants, mushrooms, etc. we come across although I always at least try a Lore: Cooking and one of the Sorc's does Medicine checks on it to check if its poison and/or appetizing first otherwise I'm just glad I have a decent fort save.
Silver Lining is it's a bit easier with a proper frontliner before we were relying on an animal companion and summons to do that and it was a bit janky.

Finoan |

yep until Core 2 comes out we are using champions as is (we're using the remastered versions of classes,spells, etc. that have been updated), were assuming Edict/Anathema are just gonna supersede alignment for now.
Yes. That. And the sanctification ability.
There is errata for Champion in the FAQ. Pretty much the majority of the "Pathfinder Core Rulebook Errata (Remaster Compatibility)" section.
For SOME reason a dev at Paizo wanted to make poison even more useless...iirc most poisons got their damage halfed or worse except for like one or two, due to Toxicologist (aka Mixologist) Alchemist scaling poison DC i could have stuck with the few that didn't get hit quite as hard (still nerfed) but really killed the whole idea of my being an experimental restaurateur if he always used the same "alchohol"
Ah. Poison. I wasn't aware that poisons got changed.

Failedlegend The Eternal Gish |

The poison changes are somewhere in errata but that aside I decided to only take Whirlwind throw and inescapable grasp too many feats from champion and bastion fighting for those slots.
Here's the full build, will prob change a bit between now and Lvl 20 but it gives me a guide/
Stats (CHAMP REQUIRES 14 CHA)
@1: Str16/Dex10/Con14/Int14/Wis10/Cha14
@5: Str18/Dex12/Con16/Int16/Wis10/Cha14 (Trained = Acrobatics, Language = Talican)
@10: Str19/Dex12/Con18/Int18/Wis12/Cha14 (Trained = ???, Language = ???)
@15: Str20/Dex12/Con19/Int19/Wis14/Cha14
@20: Str20/Dex12/Con20/Int20/Wis16/Cha16 (Apex likely Str but maybe Con) (Trained = Vacation Lore)
Legendary: Cooking Lore (Auto), Crafting (Auto), Athletics, Engineering Lore and Survival
Trained: Alcohol Lore, Diplomacy, Thievery, Religion, Society
Background: Cook
Class feats (Innovation: Armor = 1. Muscular Exoskeleton, 7. Heavy Construction, 15. Automated Impediments)
1 Tamper
2 Collapse Armor
4 Reverse Engineer
6 Gadget Specialist
8 Wrestler Dedication
10 Whirling Throw
12 Inescapable grasp
14 Soaring Armor
16 Unstable Redundancies
18 Negate Damage
20 Full Automation
Free Archetype (Champion+Bastion)
2 Champion Dedication
4 Champion's Resiliency
6 Champion's Reaction: Glimpse of Redemption
8 Divine Ally: Shield
10 Bastion Dedication
12 Quick Shield Block
14 Shield Salvation
16 Basic Devotion (Lvl 1 or 2 Feat): Weight of Guilt
18 Advanced Devotion (Feat up to lvl 8): Shield Warden
20 Advanced Devotion (Feat up to lvl 10): Shield of Reckoning
General Feats
3 Adopted Ancestry: Human
7 Ancestral Paragon -> Cooperative Nature
11 Toughness
15 Craft Anything
19 Cloud Jump
Ancestry Feats (Kobold, Human, Talos)
1 Ferrousoul – Modular B, S, P 1D6 Fist (Fluff = Metal Prosthetic)
5 Clever Improviser
9 Group Aid
13 Bounce Back
17 Metallic Skin
Skill Feats
2 Forager
3 Skill Up = Expert Athletics
4 Additional Lore: Cooking
5 Skill Up = Expert Survival
6 Magical Crafting
7 Skill Up = Master Athletics
8 Trick Magic Item
9 Skill Up = Expert Engineering
10 Unmistakable Lore
11 Skill Up = Master Survival
12 Quick Jump
13 Skill Up = Master Engineering
14 Rapid Mantel
15 Skill Up = Legendary Athletics
16 Water Sprint
17 Skill Up = Legendary Survival
18 Legendary Survivalist
19 Skill Up = Legendary Engineering
20 Legendary Professional