Irk
2014-07-03, 11:46 PM
This is a concpet build combining two ideas I've had for a while: a ranged grappler using Tormtor school and a fear based grappler taking advantage of the Gruseome Lurker's (http://www.wizards.com/default.asp?x=dnd/psb/20070711a&page=2) Fear Eater ability. The basic idea is to apply as many status affects connected to grappling to one opponent in a single turn.
Phrenic Warforged Martial Wizard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard) 5/Duskblade 3/Fighter 2/Monk 1/Master Thrower 1
FEATS
[Duskblade 1-3] 2-4: Precise Shot, PBS [City Slicker], Weapon Focus (Javelin [Vulnerable], Intimidating Strike
[Monk 1] 4: Improved Unarmed Strike, Stunning Fist [Monk Bonus]
[Fighter 1] 5: Improved Grapple
[Fighter 2] 6: Ranged Pin, Frightful Presence
[Martial Wizard 1-5] 7-11: Assume Supernatural Ability, Tormtor School, Choke Hold
[Master Thrower 1] 12: Quick Draw, Scorpion's Grasp
The progression could be anything really as the build is meant to be played at level 14 (12 if you can use LA buyoff). Make sure you pick Tripping Shto for Master Thrower. I tried to maintain a bit of CHA-SADness, as it applies to a lot of the ability saves, but there is clearly reliance on both WIS and INT as well. I would recommend Slipper of Battledancing and +6 CHA item as well as a +4 INT item and a +2 WIS item. Phrenic already gives CHA a boost, so starting from 18, it should be 26 now.
As for spells, Arcane Channeling + Wizard spells means things like the Shivering Touch line. Other spells include Corrosive Touch (adds to grapples), and Vampiric Touch.
Essentially, before combat, Alter Self into a Gruesome Lurker. Each round draw a Javelin, move, channel something like Shivering Touch, attack with your Javelin, and throw it at another opponent, activating Frightful Presence and Intimidating Strike (which won't give you a penalty on attacks thanks to the wording of Tormtor School). Then, both are grappled, they both take 1d4 WIS damage at a save DC of 24 (higher if you increased CHA at 4 and 8). In addition, the target you threw at will be prone from Tripping Shot and both will be unconscious for 1d3 rounds.
To summarize, one opponent took 1d4 WIS damage, 3d6 DEX damage, is shaken, pinned, and unconscious, while the other has taken 1d4 WIS damage, is shaken, pinned, unconscious, and prone.
Then you can repeat the next turn.
For later levels, I would recommend Warblade 6/Totemist 2 (Warblade 4/Totemist 2 or Warblade 5/Totemist 1 w/o LA buyoff) with Power Attack and Open Least Chakra (Arms) with Kraken Mantle and the Diamond Mind counters. Phrenic lets you 'take 15' on a save through those counters, boosting up bad saves and Kraken Mantle adds a bit of damage. If you took Throw Anything, then the whole trick could be done with any weapon thanks to Weapon Aptitude. Tormtor school's awkward 'no penalty to hit' wording means that you could potentially activate Power Attack without penalty, and Maneuvers should work with the attack, so Insightful Strike can combo with Psionic Focus, and you have access to other, more powerful attacks.
Thanks to Vaz and Sian for pointing out some major flaws in the original build and giving some great suggestions!
Phrenic Warforged Martial Wizard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard) 5/Duskblade 3/Fighter 2/Monk 1/Master Thrower 1
FEATS
[Duskblade 1-3] 2-4: Precise Shot, PBS [City Slicker], Weapon Focus (Javelin [Vulnerable], Intimidating Strike
[Monk 1] 4: Improved Unarmed Strike, Stunning Fist [Monk Bonus]
[Fighter 1] 5: Improved Grapple
[Fighter 2] 6: Ranged Pin, Frightful Presence
[Martial Wizard 1-5] 7-11: Assume Supernatural Ability, Tormtor School, Choke Hold
[Master Thrower 1] 12: Quick Draw, Scorpion's Grasp
The progression could be anything really as the build is meant to be played at level 14 (12 if you can use LA buyoff). Make sure you pick Tripping Shto for Master Thrower. I tried to maintain a bit of CHA-SADness, as it applies to a lot of the ability saves, but there is clearly reliance on both WIS and INT as well. I would recommend Slipper of Battledancing and +6 CHA item as well as a +4 INT item and a +2 WIS item. Phrenic already gives CHA a boost, so starting from 18, it should be 26 now.
As for spells, Arcane Channeling + Wizard spells means things like the Shivering Touch line. Other spells include Corrosive Touch (adds to grapples), and Vampiric Touch.
Essentially, before combat, Alter Self into a Gruesome Lurker. Each round draw a Javelin, move, channel something like Shivering Touch, attack with your Javelin, and throw it at another opponent, activating Frightful Presence and Intimidating Strike (which won't give you a penalty on attacks thanks to the wording of Tormtor School). Then, both are grappled, they both take 1d4 WIS damage at a save DC of 24 (higher if you increased CHA at 4 and 8). In addition, the target you threw at will be prone from Tripping Shot and both will be unconscious for 1d3 rounds.
To summarize, one opponent took 1d4 WIS damage, 3d6 DEX damage, is shaken, pinned, and unconscious, while the other has taken 1d4 WIS damage, is shaken, pinned, unconscious, and prone.
Then you can repeat the next turn.
For later levels, I would recommend Warblade 6/Totemist 2 (Warblade 4/Totemist 2 or Warblade 5/Totemist 1 w/o LA buyoff) with Power Attack and Open Least Chakra (Arms) with Kraken Mantle and the Diamond Mind counters. Phrenic lets you 'take 15' on a save through those counters, boosting up bad saves and Kraken Mantle adds a bit of damage. If you took Throw Anything, then the whole trick could be done with any weapon thanks to Weapon Aptitude. Tormtor school's awkward 'no penalty to hit' wording means that you could potentially activate Power Attack without penalty, and Maneuvers should work with the attack, so Insightful Strike can combo with Psionic Focus, and you have access to other, more powerful attacks.
Thanks to Vaz and Sian for pointing out some major flaws in the original build and giving some great suggestions!