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Thread: Building a super grappler
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2010-01-18, 11:37 AM (ISO 8601)
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- Dec 2009
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- Lara, Australia
Building a super grappler
I'm trying to create a character that kills by grappling in a level 15 gestalt game. She's a vampire, improving grappling damage is pointless because she'll be killing via blood drain. So basically what I'm looking for is anything and everything that increases her ability to grapple. So far searching around I've found reaping mauler, Goliath, belt of growth, armbands of might and grips of the titan. Any other ideas?
Currently moving houses, posting will be sporadic for the next little while.
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2010-01-18, 11:39 AM (ISO 8601)
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- Jun 2009
Re: Building a super grappler
Any way to counter Freedom of Movement?
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2010-01-18, 11:41 AM (ISO 8601)
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- Nov 2007
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- Texas...for now
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Re: Building a super grappler
Use almost none of those. The best grapplers are druids, Clerics, and PsyWars. Druid and PsyWar are my preference, since they rely less on stinky stinky cheese to get powerful buffs up for each combat. Non-caster grapplers are basically screwed against monsters since monsters have high HD(for BAB), large size(for bonuses), and massive Str. And keep in mind that by this point, the majority of stuff that doesn't have the numbers to try to grapple with you has either Dimension Door or Freedom of Movement. Grappling becomes very difficult after about level 8.
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2010-01-18, 11:47 AM (ISO 8601)
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- Aug 2009
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- Australia
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Re: Building a super grappler
Goliath, for Powerful Build
Goliath Spirit Bear Totem Barbarian, for Improved Grab
Warblade (or any ToB class), for Constrict (via Crushing Weight of the Mountain)
Improved Grab also lets you qualify for a few feats from Serpent Kingdoms.
If you want to go with Sstoopidtallkid's suggestion, you can take the Powerful Wild Shape feat, too.
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2010-01-18, 11:48 AM (ISO 8601)
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- Dec 2009
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- Lara, Australia
Re: Building a super grappler
I'm almost certainly going to be grappling medium sized enemies, not a lot of spellcasters around.
Currently moving houses, posting will be sporadic for the next little while.
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2010-01-18, 11:50 AM (ISO 8601)
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- Dec 2009
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- Lara, Australia
Re: Building a super grappler
Doesn't construct not give you anything but damage?
Currently moving houses, posting will be sporadic for the next little while.
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2010-01-18, 11:50 AM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Texas...for now
- Gender
Re: Building a super grappler
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2010-01-18, 12:11 PM (ISO 8601)
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- Jan 2007
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Re: Building a super grappler
If this is for the gestalt arena, then there's no spellcasters at all. Also, the insane template stacking that frequently happens in optimised gestalt likely means that a good chunk of the opposition is going to be immune to your draining. This is the grapple monster i built for said arena, I took the slightly different path of just becoming as ungodly strong as i could and crushing them, but you might pick up some useful stuff.
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Avatar by Rain Dragon
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2010-01-18, 12:15 PM (ISO 8601)
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- Mar 2008
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- NYC
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2010-01-18, 12:27 PM (ISO 8601)
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- Jul 2009
Re: Building a super grappler
Totemist!!!!!!!!!!!!!!!!
Play By Post characters
Arena:
Spoiler
Endless Dungeon:
Axeman Dan: http://www.coyotecode.net/profiler/view.php?id=7429
Neverending Dungon:
Reach, The Mantoss: http://www.coyotecode.net/profiler/view.php?id=7482
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2010-01-18, 12:30 PM (ISO 8601)
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- Feb 2009
Re: Building a super grappler
Half-Minotaur.
+1LA for Large size and some physical boost.
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2010-01-18, 12:34 PM (ISO 8601)
- Join Date
- Jun 2007
Re: Building a super grappler
Choker monk, with the Souldrinker PrC from BoVD (not the vampire lifedrinker PrC).
Every hit gains the enemy negative levels. Every negative level gives you boosts.
Chokers have reach, and though they're small sized, they get a +4 racial to grappling to offset size, so they're strictly better than a human of equal stats on account of reach alone.
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2010-01-18, 12:48 PM (ISO 8601)
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- Mar 2008
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- NYC
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Re: Building a super grappler
The Soul Eater, from the way I read it, takes up to two negative levels with a touch attack (made as a standard action because it isn't specified). A vampire already drains 2 levels with its slam attack.
The easiest way to increase negative levels is with a Savage Vampire (Libris Mortis) that has claws instead of a slam attack. Each of a Savage Vampire's claws bestows one negative level, so a simple Totemist dip for Girallon Arms would make that 4 negative levels per full attack.
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2010-01-18, 12:49 PM (ISO 8601)
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- Dec 2009
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- Lara, Australia
Re: Building a super grappler
I love you guys
Currently moving houses, posting will be sporadic for the next little while.
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2010-01-18, 01:03 PM (ISO 8601)
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- Oct 2008
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2010-01-18, 01:46 PM (ISO 8601)
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- Feb 2008
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2010-01-18, 02:53 PM (ISO 8601)
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- Oct 2009
Re: Building a super grappler
Since it's gestalt, it might be worth burning three levels in Factotum so you can add your Int to grappling.
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2010-01-18, 03:00 PM (ISO 8601)
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- Nov 2007
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- Mi Lower P
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Re: Building a super grappler
In with those that say totemist also this might help
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2010-01-18, 03:39 PM (ISO 8601)
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- Oct 2009
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2010-01-18, 03:55 PM (ISO 8601)
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- Feb 2006
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- Washington, DC
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Re: Building a super grappler
May I suggest Monk 2/Psychic Warrior 13//Totemist 15
Monk provides an unarmed damage bonus and Evasion, plus good Skills. With the Tashalatora feats, your Psychic Warrior levels will stack with Monk for unarmed Damage progression. Also, Monk unarmed strikes count as natural weapons, which is important for various Totemist combos. Here's a list of ways to improve your unarmed damage.
Psychic Warrior provides bonus feats, Claws of the Beast, Claws of the Vampire, Expansion, Hustle, etc.
Totemist provides you access to a metric ton of natural attacks and ways to boost them. The most important:
- Girillion Arms, which grants you a 2 + (2 * essentia) Competence bonus to all Grapple and Climb checks.
- Heart of Fire, as it adds 1d4 + (1d4* essentia to all natural attacks) - this includes your unarmed damage.
- Mauling Gauntlets: This is a Soulborn soulmeld, so you need to take a feat to get it. But it provides a 2 + (2 * essntia) bonus to all Str checks (includes Grapple, Trip, etc).
- Chaos Roc's Span (Dragon mag 350 pg 87): Binding this to your shoulder chakra provides you with 2 wing buffet attacks. In addition to providing you with 2 extra natural attacks, the wings are reach weapons. This is very important for battlefield control. Also, if you hit an enemy with both wings in one round, they must Save or be Dazed for 1d4 rounds (sadly it's a mind affecting effect, but Daze is still pretty potent). So be sure to always use them for AoO.
- Dragon Tail (Dragon Magic and online): Bound to your waist it provides you with a tail attack with reach. Only use this if your DM doesn't allow Chaos Roc's Span (presumably because it's magazine material).
Last edited by Person_Man; 2010-01-18 at 03:57 PM.
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2010-01-18, 04:11 PM (ISO 8601)
- Join Date
- Jan 2008
Re: Building a super grappler
I think it's a fair call between Monk2/Psychic Warrior13//Totemist15, and Monk1/Druid14//Totemist15. I'd lean in favour of the latter, as PsiWar can have endurance issues in my experience, though I haven't tried one past level 10 yet. Either way can be nasty, but I think the Druid wins on sheer flexibility. Whatever you're doing, there's probably a Druid spell that can at least help.
And both can profit from Vow of Poverty, since Monk limits your gear options and Totemist limits them even farther if you bind anything to anything besides Totem Chakra, which should be a given at this level.
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2010-01-18, 05:07 PM (ISO 8601)
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- Aug 2008
Re: Building a super grappler
If you don't mind being evil you can spend 20k on a grappling arm graft (or two). they give a +4 untyped bonus to STR when using them and another +4 bonus to grapple checks using them. So thats a +8 bonus per arm for 20k per arm. You could also be good if you can become immune to ability damage or can heal 1d3 points of wis damage per day.
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2010-01-18, 05:14 PM (ISO 8601)
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- Jan 2008
Re: Building a super grappler
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2010-01-18, 05:25 PM (ISO 8601)
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- Jun 2007
Re: Building a super grappler
I advocate the choker monk over a regular vampire, because (from what my DMs have told me) a vampire can't use his slam attack for flurry, stunning fist, etc. So he's limited to how many attacks he can make a round that drain a level.
A choker monk with that prestige class meanwhile, can activate a flurry of blows, and get that level drain for each hit. So assuming I'm remembering that correctly, the choker would get more level draining attempts than a vampire.
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2010-01-18, 05:26 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Building a super grappler
yes yes that is right. bad math on my part...
Yeah the Maug Locking Hand Graft gives a +5 bonus but only for stopping them from escaping (atleast insofar as grappling is concerned its the only time it works) for only 2k. I wonder if they could stack...
Could you replace your arem with a grappling tentacle and then put a stone hand at the end of it for a +11 to grapple for 22k?
Actually a Vampire can only use his energy drain ability 1/round no matter how many attacks they have so its even worse than you thought.
Edit:Last edited by Xenogears; 2010-01-18 at 05:28 PM.
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2010-01-18, 05:55 PM (ISO 8601)
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- Jun 2007
Re: Building a super grappler
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2010-01-18, 10:00 PM (ISO 8601)
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- Dec 2009
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- Lara, Australia
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2010-01-18, 10:13 PM (ISO 8601)
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- Jan 2008
Re: Building a super grappler
Mmmm.... yeah, should be kosher. There's no special penalty applied to the creature that tentacles negate, and the mental image is kind of awesome. And the text allows multiple locking hands to stack with themselves, so that's cool too. However, there's one problematic word: "it replaces the creature's normal hand". You could argue the tentacle constitutes a "hand" of sorts, but it's certainly not your "normal" hand. I'd allow it though.
EDIT - for those curious, this is from Fiend Folio.Last edited by sonofzeal; 2010-01-18 at 10:14 PM.
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2010-01-18, 10:24 PM (ISO 8601)
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- Dec 2009
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- Lara, Australia
Re: Building a super grappler
I just found them, is it possible to get them without paying an xp cost?
Currently moving houses, posting will be sporadic for the next little while.
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2010-01-18, 10:32 PM (ISO 8601)
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- Jan 2008