samuraijaques
2012-11-24, 04:59 AM
Hey guys
I am looking to make a character that is extremely proficient but not limited to grappling. He is based off of a character i made a long time ago in my early D&D days and I have learned a lot since then so I wanted to rebuild him as he was one of the most fun characters I have ever played.
the build I was thinking goes something like this
half-giant bear spirit totem barbarian 1/ monk 2/ kensei 1/unarmed swordsage 1/ psiwarrior 15
abilities: strength and wisdom are the only 2 important attributes for this character. constitution should not be neglected though.
here's why:
- half giant for powerful build and the mediocre bonus pp (but mostly the powerful build)
- bear spirit totem barbarian for improved grab
- monk for improved unarmed strike, improved grapple and combat reflexes
- kensei for getting the hooking enchantment on my unarmed strikes to give them a +4 bonus to grapple checks
- swordsage for some neat maneuvers and qualification for crushing weight of the mountain
- psiwarrior for powers like grip of iron, expansion and vampiric weapon
and then came the feats (1 flaw taken)
these ones are required: talashtora (stack psiwar and monk levels for unarmed damage, AC and flurry of blows), monastic training (allows multiclassing as monk), weapon focus grapple (for kensei qualification)
these ones are important: multigrab, greater multigrab, martial stance crushing weight of the mountain, rending constriction, earth’s embrace (oriental adventures), throw enemy
and these ones might be interesting: shape soulmeld girallon arms, psycarnum infusion, azure talent, midnight augmentation, psionic meditation
and then there were items
amulet of mighty fists, gloves of titan's grip, monk's belt (this section needs work), anti magic trap (stored in an opaque bag)
and finally the powers
grip of iron, expansion, vampiric weapon, hustle, hostile empathic transfer and whatever else you want. i was thinking about using research to get telekinetic maneuver so that he could grapple people from a distance but wasn't sure if it would be worth it considering how effective he is at grappling up close and personal.
...
so, with just the required and important feats you have a character that has a very high grapple bonus up to 70+ if my math is correct that can grapple as many opponents a turn as he has limbs. he can make grapple checks as part of his unarmed attack; which does 4d8 damage. he deals constrict damage of 2d6 and if he can get two hands on something he can attempt to tear it in half with rending constriction. so definitely not too shabby.
with the incarnum feats this character could become much stronger, girallon arms give a nice +2 that can be further increased with psycarnum infusion. azure talent combined with psionic meditation and hustle provides free swift action power points; add midnight augmentation on top of that and you have free augmented powers. plus, having 2 extra arms is pretty cool, even if they aren't used for anything other than grappling or climbing.
i'm looking for advice on the choices i have made. does anything i have selected here seem like a bad idea? are there any recommendations you could make for additions not mentioned in this post? what do you think about the build overall?
looking forward to hearing from you
cheers
I am looking to make a character that is extremely proficient but not limited to grappling. He is based off of a character i made a long time ago in my early D&D days and I have learned a lot since then so I wanted to rebuild him as he was one of the most fun characters I have ever played.
the build I was thinking goes something like this
half-giant bear spirit totem barbarian 1/ monk 2/ kensei 1/unarmed swordsage 1/ psiwarrior 15
abilities: strength and wisdom are the only 2 important attributes for this character. constitution should not be neglected though.
here's why:
- half giant for powerful build and the mediocre bonus pp (but mostly the powerful build)
- bear spirit totem barbarian for improved grab
- monk for improved unarmed strike, improved grapple and combat reflexes
- kensei for getting the hooking enchantment on my unarmed strikes to give them a +4 bonus to grapple checks
- swordsage for some neat maneuvers and qualification for crushing weight of the mountain
- psiwarrior for powers like grip of iron, expansion and vampiric weapon
and then came the feats (1 flaw taken)
these ones are required: talashtora (stack psiwar and monk levels for unarmed damage, AC and flurry of blows), monastic training (allows multiclassing as monk), weapon focus grapple (for kensei qualification)
these ones are important: multigrab, greater multigrab, martial stance crushing weight of the mountain, rending constriction, earth’s embrace (oriental adventures), throw enemy
and these ones might be interesting: shape soulmeld girallon arms, psycarnum infusion, azure talent, midnight augmentation, psionic meditation
and then there were items
amulet of mighty fists, gloves of titan's grip, monk's belt (this section needs work), anti magic trap (stored in an opaque bag)
and finally the powers
grip of iron, expansion, vampiric weapon, hustle, hostile empathic transfer and whatever else you want. i was thinking about using research to get telekinetic maneuver so that he could grapple people from a distance but wasn't sure if it would be worth it considering how effective he is at grappling up close and personal.
...
so, with just the required and important feats you have a character that has a very high grapple bonus up to 70+ if my math is correct that can grapple as many opponents a turn as he has limbs. he can make grapple checks as part of his unarmed attack; which does 4d8 damage. he deals constrict damage of 2d6 and if he can get two hands on something he can attempt to tear it in half with rending constriction. so definitely not too shabby.
with the incarnum feats this character could become much stronger, girallon arms give a nice +2 that can be further increased with psycarnum infusion. azure talent combined with psionic meditation and hustle provides free swift action power points; add midnight augmentation on top of that and you have free augmented powers. plus, having 2 extra arms is pretty cool, even if they aren't used for anything other than grappling or climbing.
i'm looking for advice on the choices i have made. does anything i have selected here seem like a bad idea? are there any recommendations you could make for additions not mentioned in this post? what do you think about the build overall?
looking forward to hearing from you
cheers