Sneak attack grappler build need advices and thoughts


Advice


OHoi gals and pals, I’m back again after my depression on a touch attack rogue that was shot down on standard(pun) action economy

I’m asking here for takes and ideas for a build I’ll never get to play most likely.

Brawler strangler archetype opens up for easily landing sneak attacks, but getting to the next level is multi classing into 3/4 classes.

There is a few things that keeps me guessing if I’m wrong, or the build is just to far from optimal to keep a satisfying character for a soft core min/max’er.

With that note;

how does Strangler ability actually work?:
Strangle (Ex): At 1st level, a strangler deals 1d6 points of sneak attack damage (as per the rogue ability of the same name) whenever she succeeds at a grapple combat maneuver check to damage or pin an opponent. The strangler is always considered to be flanking her target for the purpose of using this ability. This damage increases by 1d6 at 2nd, 8th, and 15th levels. This ability replaces unarmed strike and brawler's flurry..

1. Will we actually gain flanking bonus once grapple is started?
2. Will this trigger surprise Maneuver on damageing/pinning grapples?

surprise maneuver:
Benefit: If you have sneak attack, when you attempt a combat maneuver check against a creature that you are flanking or that is denied its Dexterity bonus to AC against your attack, you gain a bonus on the combat maneuver check that's equal to the number of sneak attack dice you roll..

The build I thought of would go with 2 levels snake strike+strangler brawler, and then vivisectionist alchemist and as a strength build to avoid massive feat investment.
But… is this enough on a long run?

alchemist or further multi classing:
alchemist gains access to a ton of easy bonuses and buffs
-cmb; grab (+4), mr.crabby familier/trumer(+2), obviously mutagen, enlarge person or polymorphs (+*), heroism (+2), resinous skin (+2)
-and further, invisibility for opening, access to fly spells, early buffs to physical stats bulls(cmb+cmd) and cats (cmd, and crippling strike discovery will add up.

3.is my take on this enough to compete with straight 1/1 bab BSF?

Furthermore it seems CMD can be a pain to increase, and at some point, monsters will gain absurd bonuses.
Vanilla rogue does come to mind with offensive defense talent, to massively increase the CMD once Damage is given, but more muticlassing will severely hurt “spell” progression.
Combat expertise would actually also help here if our cmb keeps up.

4. Is additional CMD needed? Is the multi classing worth it or hampering to much?

weapon of choice:
I was thinking going Gauntlet with as much +enchant as possible with the brawling enchantment.
Strangle will deal sneaky damage both on damage AND pinning opponents, so crits and weapon dice will hopefully not be too much of an issue.
Taking power attack and getting a one/two handed side arm, when feats slots is available, will give a little freedom when crisis arises
Greater grapple is far away for a alchemis, meaning tentacle grab and enlarge person will be needed to carry for a long time.

5.what is people’s take on the damage? Will it carry or fall apart?

Armor issue is bad at start, but I believe in latter levels as enchantment/mutagen bonuses will be needed light armour and buckler will carry its weight, since feats are dear and multiclassing is hampering…

6. Your take on AC?

7. any further ideas?


PF1 Build Guides on ZG
In the Happy Feet review there are some valid concerns with the Archetype.
What you lose: Unarmed Strike, AC bonus, Knockout, (Improved) Awesome Blow, Brawler’s Flurry.
How bad will you miss those features: You will miss the AC and Unarmed Strike… you’ll have to get Improved Unarmed Strike if you want to be a good grappler. Losing Brawler’s Flurry is really bad.

My takes on Brawler - Strangler

Strangle(Ex) - Doing extra precision damage (with the usual restrictions, but The strangler is always considered flanking her target for the purpose of using this ability.) on a grapple or pin is not special, in fact it is a downgrade from regular Sneak Attack with a weapon. This ability replaces unarmed strike and brawler’s flurry. So a BIG Loss. It forces you to spend a feat for Imp Unarmed Strike (sure - fighters, brawlers get extra combat feats).

Practiced Strangler (Ex) - conditional immunity to regular Dex loss for regular scaling +1 to +4 dodge AC bonus. hmmm... okay.

Sleeper Hold (Ex) - again basically a restriction on knockout (due to triggering only with specific attacks) but without the needed damage. RAW says, "This works like the knockout ability". It should have been an added option to knockout.

Neckbreaker (Ex) - kill as std actn at -5 CM and target gets avg Fort save AND only against targets her size or smaller, and anything that prevents criticals stops this ability. Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier). Similar Wizard Fort DC 10 +8{SplLvl} +6{Int@16th} +2{Spl Focus, etc}. Awesome Blow & Imp AweBlw are decent but knockback isn't that big of a deal but prone can be a problem for the target but many can fly at CR 18+.

Weapon
Garrote 2hnd extc 3gp your opponent must be helpless or unaware of you.

Basically I think designers were afraid of giving out assassin like abilities so put a lot of baked in safeguards and limitations essentially over doing it and weakening the archetype. A Public relations effect.
Just avoid the archetype or take it as a 1 level dip.


Try Ninja X-1, Brawler-Strangler 1 at Level X.

Shadow Lodge

Maneuver builds all tend to have the same fundamental issue: In any given encounter, they either:

  • Work Far Too Well (You grapple the BBEG before he gets a chance to act and keep him locked down until the rest of the party kills him) - or -
  • Don't Work At All (Foes are practically or actually immune to grapple, or maybe they just die so quickly that grappling isn't worth the trouble).
Neither option leads to particularly fun gameplay...


early build:
stats would probably go
(25point buy) str 16(+2race), 14 dex, 14 con, 14 int, 12 wis, 8 cha. Going alchemist level 1-2 or snake bite strangler 1-2 first is probably a question about party and campaign.
I know strangler for some reason doesn’t even have improved unarmed strike, but that must be a annoyance to be overcome.
Level 1 feat would be power attack if brawler or improved unarmed strike if alchemist

Azothath; I fully agree that the archetype is bad and seems full of holes.
I would bail brawler after double dipping it for additional sneak attack on grapple and a better AC so we at least try not to die once grappling.
Early level rocking a Morningstar two-handed or a long spear would be choice against any goblin within range, or a sling for range with strength bonus.
One-shooting mooks is better and easier for a strength build, but once level 2 brawler is reached, maintaining grapple will deal 3d6 sneak attack even on pinning, on damage an additional 1d3+4 + 1d6 spiked armor (early this will still only come up when an opponent needs to be locked down.)

Ninja will come to the problem as Taja points out, at some point we are left invisible in a corner while our flying opponent is laughing at us.
Then again gaining Offensive Defense rogue talent would be back on the menu.
(Crossing this with alchemist would turn us even more mad the monk O.o’)

Taja; I like your points, but if the end boss can be reached in the first round with a move action, most melee builds would lock him down.
Alchemist will at some point aid us against annoying flyers, and bringing a side-arm for two-handing with backup power attack will hopefully keep us helpful for the party against freedom of movement and incorporeals.

I am starting to questioning if gauntlet as main weapon or going amulet of fisting would be a better choice with a main natural attack Tentacle discovery from alchemist :-/
But gauntlet is cheaper and latter levels +1-5 enchantment bonus to CMB, from Brawling weapon enchantment is costly and hard to come by.

Shadow Lodge

Hessin Brandelvar wrote:

Taja; I like your points, but if the end boss can be reached in the first round with a move action, most melee builds would lock him down.

Alchemist will at some point aid us against annoying flyers, and bringing a side-arm for two-handing with backup power attack will hopefully keep us helpful for the party against freedom of movement and incorporeals.

Resisting typical attacks and spells is fundamental NPC design, but resisting a dedicated grapple build is often not taken into consideration, and the typical response when it is taken into consideration is Freedom of Movement or some similar immunity source as using a standard action to escape a grapple is basically a losing struggle even if they actually succeed on every escape check.

Personally, I briefly considered going the grapple route on 'Taja the Bloodrager' using her 16th level arcane bloodline ability to activate Beast Shape IV upon entering Bloodrage to transform into a Huge Squid (Giant) with the Grab and Constrict abilities, but I decided against it as it was too messy, too complicated, and simply just far too late in the campaign.


Buffering Cap [head] $2000.
Common spells that cause issues;
• Grease:C1.
• Liberating Command:T1.
• Obscuring Mist:C1 (concealment at 5ft).
• Vanish:I1 (invisibility).
• {Burst Bonds:K1.}
• Blur:I2 (concealment).
• Darkness:K2 (concealment).
• Invisibility:I2 (invisibility).
• Blink:K3 (concealment).
• Displacement:I3 (concealment).
• Twisted Innards:T3.
• {Freedom of Movement:A4.}
• {Defensive Grace:T5.}
• a couple of polymorphs (elemental, ooze, etc).
kinda sounds like your usual fundamental arcane caster build...

Shadow Lodge

Azothath wrote:

Buffering Cap [head] $2000.

Common spells that cause issues;
• Grease:C1.
• Liberating Command:T1.
• Obscuring Mist:C1 (concealment at 5ft).
• Vanish:I1 (invisibility).
• {Burst Bonds:K1.}
• Blur:I2 (concealment).
• Darkness:K2 (concealment).
• Invisibility:I2 (invisibility).
• Blink:K3 (concealment).
• Displacement:I3 (concealment).
• Twisted Innards:T3.
• {Freedom of Movement:A4.}
• {Defensive Grace:T5.}
• a couple of polymorphs (elemental, ooze, etc).
kinda sounds like your usual fundamental arcane caster build...

It's not the sneak attack damage that is the issue, bur rather the 'grappled into inaction' itself, so I'm just going to eliminate most of your list as not directly relevant.

Grease: A good defense, but only if you use it before you get grappled.
Liberating Command: A good response to being grappled, but only if you have actually invested in the Escape Artist skill as the competence bonus will only carry you so far.
Burst Bonds: Still using a standard action with a (only) slightly higher chance of success, but requires you to be an Inquisitor and your opponent to fail their Fortitude save (which is probably pretty good on a grappler). Best case scenario, you are still trading a spell slot and a standard actions with someone who can just grapple you again on their next action.
Freedom of Movement: Yep, completely negates a grappling build.

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