Author Topic: Hulkamania is runnin' wild (a grappling handbook)  (Read 67762 times)

Offline sirpercival

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Hulkamania is runnin' wild (a grappling handbook)
« on: November 08, 2011, 12:55:31 PM »


So, you want to grapple?

Honestly, it's probably not a very good idea.  Grappling is generally a suboptimal tactic.  However, there are certain situations where it can be advantageous, and in particular a gimmicky NPC can be optimized for grappling just to annoy certain party members.

I am not an expert in grappling by any means; I happened to discover that there was no grappling handbook when I was trying to make a gimmicky NPC (ha!), so I figured I'd write one.  If you have any changes or builds to suggest, please feel free.

The Basic Tenets of Grappling
  • The best way to grapple is not to do it yourself.  This means that the best grapplers are (as usual) spellcasters, who can grapple with spells (Evard's Black Tentacles, Kelpstrand) or summoned monsters, who are usually bigger and therefore better at it than opponents.
  • If you really insist on grappling... there are a lot of feats and spells to make you better at it.  Most of the bonuses stack with each other.
  • The most important thing to do is increase your size. This is a quick way to get a big grapple bonus, and it's part of the reason monsters are better at it than you are.  It's the "special size modifier": Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16.
  • If you can, find some way to get Improved Grab -- being able to start a grapple with a melee attack instead of a touch attack is better.  There are a few classes and a couple feats that give it to you.
  • Most importantly, don't overspecialize in grappling.  Use it as a tool (and sometimes an effective one), but make sure you have alternative options. (Thanks to PhaedrusXY for this advice.)  This can be difficult, because boosting your grapple score is going to take a lot of your resources, so try and play a class that gives you bonuses to grappling while giving you versatility in other areas.
Why monsters are better at grappling than you are

They are usually bigger, and they usually have strength bonuses from their race which are larger than yours.  This makes it hard to keep up.  In general, you want to try and keep your grapple score above the average for the CR you tend to face (though the CR system is extremely flawed, so use that as a guideline only).  Also note that NPCs (enemies with character classes and few racial HD) will generally have much lower grapple modifiers than monsters of the same CR.

Here's a graph showing average grapple score vs CR, using SRD monsters only.  Use it for reference.




For the ratings below, I will use standard coloring: navy is a stellar option, blue is a good option, black is an average or okay option, and red is a poor option.

(Note: I know absolutely nothing about Pathfinder, but Prime32 suggests this link for grappling in PF.)
« Last Edit: November 09, 2011, 11:37:14 AM by sirpercival »
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Re: [WIP] Hulkamania is runnin' wild (a grappling handbook)
« Reply #1 on: November 08, 2011, 12:55:44 PM »
Feats

There are two types of feats that can help with grappling: those that improve your grapple check, and those that increase the damage you can do with a grapple.  The former is invariably better than the latter, unless one of the latter meets a specific need for a given build.  In general, spells, equipment, and class features are much better for increasing your damage.

Feats to increase your grapple check
  • Improved Grapple -- Duh.  No AoO, +4 untyped to grapple check. Also, this is a prereq for a number of other grappling feats.  prereq: Improved Unarmed Strike, Dex 13 [PHB]
  • Scorpion's Grasp -- You get improved grab (essentially).  One of the few ways to get Improved Grab.  prereq: IUS, Improved Grapple, Str 13 [Sandstorm]
  • Legendary Wrestler -- +10 untyped to grapple check. If you're playing an epic grappler (what is wrong with you?), this feat is for you.  prereq: IUS, str 21, dex 21, escape artist 15 ranks, EPIC FEAT [ELH]
  • Jotunbrud -- Count as Large for grapples. This is a must for any low-level human grappler, though when you get access to magic which increases your size you'll want to retrain it.  prereq: regional [RoF]
  • Aberration Blood (Flexible Limbs) -- +2 racial to grapple checks. Easy peasy.  prereq: humanoid [LoM]
  • Shape Soulmeld (Girallon Arms) -- +2/(1+essentia) competence to grapple checks.  A must-have for any grappler who has access to incarnum.  Combine with Skarn and Black Blood Cultist FTW.  prereq: con 13 [MoI]
  • Open Lesser Chakra (Arms) -- +2 insight to grapple checks. Excellent feat for a totemist dip, or (when combined w/ Girallon Arms) anyone with claw attacks.  prereq: con 15, character level 12 [MoI]
  • Shape Soulmeld (Kraken Mantle) -- If you bind this to your arms chakra (see previous feat), you get another big untyped boost to grappling. prereq: con 13 [MoI]
  • Deepspawn -- Two tentacle attacks, +2 racial to grapple checks. This is good if you are a Black Blood Cultist (two more natural attacks); otherwisejust take Aberration Blood, because the bonuses don't stack.  prereq: Aberration Blood, one other aberrant feat [LoM]
  • Snatch -- Improved grab with a claw or bite attack. It's unclear if you can fling a creature that isn't three or more sizes smaller than you; if so, then this changes to greatprereq: claw or bite attack [MM]
  • Battle Jump -- Start a grapple with a jump. This is a great feat in many circumstances (see: Hood), and can be very useful to a grappler with Leap Attack, Pounce, and Improved Grab.  [UE]
  • Obtain Familiar -- You can get an Octopus familiar for a +3 bonus to grapple.  Easy feat for a +3 bonus, but since you're getting an octopus you can't do a lot of the other awesome stuff you can do with a familiar... unless it's an aquatic campaign.  prereq: Knowledge (Arcana) 4 ranks, arcane CL 3  [CArc]
  • Illithid Grapple -- Get a tentacle attack, +improved grab with the tentacle. Can take up to 4 times. If you're really into the Illithid Heritage feats, I guess this is ok... but it doesn't let you qualify for Illithid Savant.  prereq: Illithid Heritage, one other illithid heritage feat [CPsi]
  • Distant Horizon -- Tactical feat, can get +4 untyped to grapple check. Good for Setting Sun grapplers... of which there are few.  Has other uses which are irrelevant to this guide.  prereq: Falling Sun Attack, BAB +6, int 13, two Setting Sun maneuvers [ToB]
  • Ranged Pin -- You can use a ranged attack to grapple. This feat could have been so cool... except that it's an easy DC to break free, and you can't do any more damage afterwards, and it's not clear whether any modifiers besides size apply.prereq: PBS, Precise Shot, Dex 15, BAB +5 [CW]
  • (Greater) Weapon Focus -- +1 (+2) untyped to grapple checks. There are better things to spend your feats on.  prereq: BAB +1 [PHB, PHB2]
  • Close-quarters Fighting -- You always get an AoO when grappled.  This is good for people who don't want to be grappled... but there are much better feats.  prereq: BAB +3 [CW]
  • Clever Wrestling -- You get bonuses for escaping grapples from creatures larger than you. You get no benefit for this feat if you increase your size, and anyway you want to grapple, not escape.  This feat is terrible.  prereq: IUS, small or medium size [CW]
  • Bear Fang -- Improved grab with an axe and a dagger. Improved grab is good, the steep prereqs are not.  Take Scorpion Grab instead.   prereq: Power Attack, TWF, WF: Dagger, WF: Axe, Str 15 [CW]
  • Martial Throw -- Switch places with an enemy you're grappling.  Why do you care? You don't.  prereq: IUS, dex 17 [MH]
  • Kobold Endurance -- Gain a +4 bonus to escape a grapple, as well as a bunch of other stuff.  Not great; you have to be a kobold (and therefore small), and it's only to escape the grapple.  prereq: Kobold [RotD]
  • Disentangler -- +2 untyped on grapple checks. For an obscure race... which is small.  Don't be a wild dwarf if you want to grapple. prereq: wild dwarf [RoF]


Feats to increase your grapple damage
  • Savage Grapple -- While wild shaped and grappling, you can do sneak attack damage. If you take this, you're a druid/rogue... and probably not focused on grappling, so it isn't worth it.  Though I guess this could go well with a grappling Daggerspell Shaper build, but who makes those?  Might work better with a wildshape ranger, especially if you can convince your DM that a swift hunter build could get skirmish damage.  Note that this is different than the Black Blood Cultist class feature. prereq: wild shape, sneak attack [CAd]
  • (Greater) Weapon Specialization -- +2 (+4) untyped damage from grapple check. There are better things to spend your feats on.  prereq: WF: Grapple, Fighter 4 [PHB, PHB2]
  • Knifefighter -- You can use a light weapon in a grapple.  Don't spend a feat on this, get a Last Resort weapon for a +1 bonus if you care about this.  If you can't afford it, then I guess you can take the feat and retrain it later.  prereq: regional [PGtF]
  • Owlbear Beserker -- Do 1d6 normal damage in a grapple. Even Knifefighter is better, because you can do much more damage with an enchanted light weapon.  prereq: str 13, Rage, region [UE]
  • Earth's Embrace -- 1d12 damage while pinning. Pinning is bad, so this feat is bad.  prereq: IUS, str 15, Improved Grapple or improved grab [CW]
  • Spiked Body -- Warforged armor spikes. Take a different feat.  prereq: warforged [RoE]
  • Weapon Supremacy -- You can use your weapon in a grapple with no penalty. Or, you can get a Last Resort weapon for +1, and not have to take 18 levels of fighter.  Bad, bad, bad.  prereq: WF feat tree, fighter 18 [PHB2]
  • Grappling Blast -- Discharge your Eldritch Blast with a grapple check. For the grappling warlock... are there any?  prereq: Improved Grapple, eldritch blast 3d6[Dr358]

Other misc. grapple-related feats
  • Still Spell -- You can cast spells without somatic components at +1 level. Good for a grapplemancer, as long as you also have Eschew Materials.  [PHB]
  • Illithid Extraction -- Extract brains with your tentacles with a grapple check.  See Illithid Grapple. prereq: Illithid Heritage, Illithid Grapple x4 [CPsi]
  • Fling Enemy -- Fling an enemy you're grappling. Combine with Distant Shot for hilarity by throwing your enemies into the sun! prereq: str 19, Rock hurling, large size [RoS]
« Last Edit: April 12, 2012, 08:09:06 PM by sirpercival »
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Re: [WIP] Hulkamania is runnin' wild (a grappling handbook)
« Reply #2 on: November 08, 2011, 12:55:56 PM »
Base Classes:
  • Wizard -- A wizard has many options when it comes to grappling (just like everything else).  Many of those involve conjuration spells to do your grappling for you (Evard's Black Tentacles, Summon Monster X), which mixes well with Malconvoker.  Conjurers can also take the Abrupt Jaunt ACF to escape something which beats your grappling.  Other options include a number of essential grappling spells, making "grapplemancers" some of the best grapplers in the game.  And, of course, there's Shapechange.
  • Druid -- Druids are good at just about everything, and grappling is no exception.  They can wild shape into a bear and improved grab, or a snake and constrict; they can summon bears and snakes to grapple for them, or just have them as animal companions.  They get one of the best grappling spells in the game Kelpstrand), and they get Shapechange.
  • Barbarian --  Besides improving their strength while raging (which helps with grappling, of course), barbarians have a great set of ACFs to customize your fighting style to anything, including grappling.  You can trade out fast movement for improved grab (or Pounce if you're getting I.G. from some other source), and there's also an ACF from Dragon 349 called City Brawler that swaps your armor proficiency and martial weapon proficiency for IUS (and unarmed TWF feats).  Finally, barbarian + city brawler leads you directly into the best grappling PrC, the Black Blood Cultist.
  • Totemist -- Totemists make great grapplers because of all their natural weapons; also, Girallon Arms is one of the largest increases to your grapple bonus that there is.  The 20th-level capstone lets you double the essentia in your soulmelds, which can make your grapple check very very large (when you want to, for example, grapple the Tarrasque).  Mixes very well with barbarian and Black Blood Cultist.
  • Ranger -- A Wildshape-Variant Ranger gets some of the same grappling benefits from wild shape that a druid does, though without the spell support or the ability to shape into Large animals.  Using the Mystic Ranger variant as well gets you animal growth at level 9, and you can also go with Daggerspell Shaper which specifically lets you shape Large animals.
  • Psychic Warrior -- Everyone's favorite psionic gish gets Expansion and Grip of Iron, and most of them take EK for Metamorphosis, so a PsyWar can be quite an effective grappler.
  • Monk -- You get Improved Grapple and IUS from a one-level dip of monk, which is really the only good thing about it.  The increasing base die of unarmed damage is just not that useful -- natural weapons do it better, unarmed swordsage does it better.   If you really want to make use of that, do yourself a favor and get the Mauling Gauntlets soulmeld, and be a Skarn.  Colored black for dipping purposes.
  • Unarmed Swordsage -- You get IUS and increasing unarmed damage as a monk, but you're ALSO a martial adept so you're much more awesome to start with.  Note that despite what you may think, most Setting Sun maneuvers are based off of tripping, and not grappling.  So this is a mediocre class to be a grappler with.
  • Fighter -- If you really want to, you can spend bonus feats on improving your grappling skill.  Actually, don't do this.  Unless you're a Zhentarim or Dungeoncrashing fighter, you probably aren't going to take much fighter, and in those cases you aren't going to be grappling.
  • Divine Mind -- The "physical power" mantle aura grants a bonus on grapple checks.  However, the whole class is so bad that you really REALLY shouldn't take it.

Prestige Classes:
  • Black Blood Cultist -- This is the grandaddy of grappling prestige classes.  At 8th level you get the ability to auto-hit with all natural weapons with a single grapple check (this ability is called Savage Grapple, and is different from the feat of the same name).  You also gain natural attacks while raging.  A grappling barbarian willing to take IUS and Track could kick major butt with this prestige class.  Gets even crazier when combined with incarnum.
  • Malconvoker -- You can summon extra evil creatures to grapple for you: 2 Colossal Fiendish Monstrous Spiders with one SMIX, each of which has >400 hp and a +52 grapple.  This is a great class all-around, and though it's not specific to grappling, the techniques still work so I'll mention it here.
  • Nature's Warrior -- Best entry is probably ranger, since casting is only 2/5.  Every odd level gets the choice of one special ability, one of which is "Serpent's Coil" which gives +4 untyped bonus to grapple check and +1d8 + Str damage on a successful grapple check, so long as you are in a form that grants you improved grab. Has pretty lax requirements: Track, and 8 ranks in Survival (not really bad if you actually use Track), 8 ranks in Knowledge (Nature) [If you're a druid you'll have this maxed out], and 2 ranks in Knowledge: The Planes. +4 bonus is huge though, equivalent to a size increase; if only it stacked with itself.  Still, good for a 1-level dip.
  • Scaled Horror -- If you can manage the prereqs, a 1-level dip gets you improved grab.  Nice!
  • War Hulk -- It's an amazing prestige class, and the strength boosts make you happy.  Since you want to be large, you'll probably qualify for the class.
  • Landforged Walker -- If you are a warforged and would like to grapple, take this class... and turn into a roper or a treant.  If only the entry reqs weren't so specific...
  • Daggerspell Shaper -- Mentioned here because of the synergy with Wildshape Mystic Ranger and the Savage Grapple feat (can work with Druids too, but it's just unnecessary).  See the builds section for an example.
  • Justiciar -- You can grapple your opponents, then hog-tie them.  Good for laughs, but I've never actually seen anyone play this class.
  • Soul Eater -- Everyone's favorite energy-drainer works well for grappling as well, since you do natural weapon damage (including energy drain) with a successful grapple check.  Every check makes your opponent weaker.  Mixes well with Black Blood Cultist, I would think.
  • Leviathan Hunter -- This is not really a grappling class, but at level 3 it does give you Clever Wrestling even if you don't meet the prereqs, so you can use the feat when larger than Medium.  This would allow you to take Reaping Mauler.  However, the feat sucks and Reaping Mauler is not worth a 3-level investment in this class, plus you need a favored enemy so you'll have to be a ranger or ACF'd barbarian.
  • Reaping Mauler -- DO NOT TAKE THIS PRESTIGE CLASS!  The features are kind of mediocre, and the flavor is right, but it has Clever Wrestling as a prerequisite, which means (a) you have to start out as a small or medium creature so you're not great at grappling to begin with, and (b) by some interpretations, whenever you increase your size you'll lose the benefit of the feat and therefore of the prestige class.  Alternatively, you can take a 3-level dip in Leviathan Hunter and get Clever Wrestling no matter what your size... at which point you'll be even worse at grappling.  Well done.
« Last Edit: April 12, 2012, 07:41:52 PM by sirpercival »
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Re: [WIP] Hulkamania is runnin' wild (a grappling handbook)
« Reply #3 on: November 08, 2011, 12:56:13 PM »
Spells & Powers
There are several general types of spells and powers that can aid you in grappling. What you will find is that compared to feats there are very few spells or powers that directly improve your grapple check, but a lot of excellent spells to improve your damage.  So, use feats to improve your check, and spells to improve your damage.  Or, of course, make spells grapple for you (which gives you the MOST options).

Spells/powers that directly increase your grappling score:
  • Grip of Iron -- +4 enhancement to grapple, augmentable, immediate action. PsyWar 1. [XPH]
  • Fearsome Grapple -- +4/+8 circumstance to grapple checks as an immediate action. Sor/Wiz 2. [SpC]

Spells/powers that change your shape into something that has a higher strength, improved grab, natural attacks, etc.:
  • (Draconic) Polymorph et al., Alter Self, Shapechange, (Greater) Metamorphosis -- Turn into something that is better at grappling than you are. (Hint: there are a lot of them.) Sor/Wiz 2,4,5,8,9, Egoist 4,9. [PHB,XPH]

Spells/powers that increase your size and/or strength:
  • (Greater/Mass) Enlarge Person, Expansion -- Get size bonuses to strength and grappling. Sor/Wiz 1,4,5, PsyWar 1. [PHB,XPH]
  • Giant Size -- Like enlarge person, but it can make you colossal. Wu Jen 7. [CArc]
  • Righteous Might -- Boost your size, with included bonuses.  Clr 5. [SRD]
  • Divine Power -- Increase your BAB (possibly), increase your Str (definitely). Clr 4. [SRD]
  • Fist of Stone -- +6 enhancement to str, slam attack 1d6+1.5 str.  Short duration is the only reason this isn't great, because you'll have to cast it every encounter... but it IS persistable.  Sor/Wiz 1. [SpC]
  • Bite of the X -- Varying bonuses to strength, and natural attacks; short duration. Druid 2-6, Sor/Wiz 3-7. [SpC]
  • Bull's Strength -- A long-lasting buff at low level, but the +4 enhancement isn't as big as others (only gives you +2 grapple) and doesn't stack with other enhancements.  Clr/Dru/Sor/Wis/Pal 2. [PHB]

Spells/powers that give you natural attacks:
  • Fist of Stone, Bite of the X -- See above. [SpC]
  • Crawling Darkness -- Tentacles give +4 competence to grapple checks and attack your attackers (1d12 dmg). Has some other effects that make it okay (and not bad), plus it's medium duration.  Cleric 5. [SpC]
  • Claws of Darkness -- 1d8 cold damage claws with grapple check, fort save or be slowed.  Status effect is nice, and pretty low-level, but cold damage is often resisted.  Sor/Wiz 2. [SpC]
  • Claws of Darkness -- Augmentable cold damage with grapple check, fort save or be slowed.  See above.  Light and Darkness mantle 2. [CPsi]

Spells/powers that give you in-grapple damage:
  • Balor Nimbus -- 6d6 fire damage per round to grappled creatures.  Fire damage is most often resisted, but 6d6 as a 2nd-level spell is awesome.  Cleric/Sor/Wiz 2. [SpC]
  • Babau Slime -- Deal 1d8 acid/round to creature you're grappling.  Nice low level. Druid 1, Sor/Wiz 1. [SpC]
  • Corrosive Grasp -- +1d8 acid damage with grapple check (i.e., in addition to normal damage).  Not too bad, because you can do it multiple times w/ multiple checks if you have them, and it's a low-level spell.  Sor/Wiz 1. [SpC]
  • Acid Sheath -- 2*CL acid damage per round to grappled creatures. A good amount of not-often-resisted damage, but the level is high.  Sor/Wiz 5. [SpC]
  • Body Blades -- 1d6+CL (max +5) piercing damage with grapple check. Low damage but not energy, and it's a low-level spell.  Cleric 2. [SpC]
  • Thornskin -- 5 damage with every successful opponent's grapple check.  3rd level spell for 5 damage?  Blergh.  Druid 3. [SpC]



Spells/powers that grapple for you:
  • Summon Monster/Nature's Ally -- Summon a creature to grapple for you, or do one of any number of other things.  Sor/Wiz/Druid/Cleric 1-9. [PHB]
  • Astral Construct -- See above.  If it's at least 4th level, you can give it improved grab.  Shaper 1. [XPH]
  • Evard's Black Tentacles -- Best direct grappling spell. AoE tentacles grapple at CL+8 while you do other things.  Sor/Wiz 4. [PHB]
  • Kelpstrand -- One of the best Druid spells of any level.  Make a grapple check WITH ALL STANDARD MODIFIERS, but replace strength and size with CL and Wis. And you make CL/3 many checks. You can shut down an insane amount of creatures at once. Conjuration (Creation), so no SR. And only a 2nd level spell so you can Metamagic the balls off it.  Druid 2. [SpC]
  • Earthen Grasp -- Grapple one creature (BAB=CL, Str = 14+CL/3), damage = 1d6+str.  Can't grapple multiple creatures, but the BAB and Str are uncapped, and it's a low-level spell.  Sor/Wiz 2. [SpC]
  • Spiritjaws -- Force jaws attack (your BAB+wis), grapple = attack bonus +4, 2d6 force damage.  Low bonus, low damage, one creature... but it can grapple incorporeal creatures! Druid 3. [SpC]
  • Telekinesis -- Grapple at CL+spellcasting mod.  Short duration, but multi-use.  Sor/Wiz 5 (or be a ghost). [PHB]
  • Telekinetic Maneuver -- Grapple an opponent with your mind, bonus = ML+Int.  Lower level than TK (so you get it earlier), but not as versatile and it's expensive to augment.  Psion/Wilder 4. [XPH]
  • Flaying Tendrils -- You get four tentacles which can grapple and extract brains, like a mind flayer. Short duration.  Sor/Wiz 5. [CM]
  • Gutsnake -- Giant constrictor snake from your stomach can improved grab and constrict.  Lets you do other things, but short duration and range.  Sor/Wiz 5. [SpC]
  • Phantasmal Strangler -- Illusion grapples foe with its own grapple mod.  Cute idea, and a nice low level.  However, it's disbelievable.  Sor/Wiz 3. [CM]
  • Ice Claw -- Icy claw grapples creatures (grapple bonus = CL + spellcasting mod + 7), does 1d8 cold. Good bonus, but only one creature and too high level.  Sor/Wiz 7. [SpC]
  • Energy Claw -- Grapple an opponent with a claw made of energy, bonus = 17+Int+augment.  Like Ice Claw, but no auto-scaling.  Psion/Wilder 7. [CPsi]
  • Entangling Staff -- Hit creature with staff to grapple (+8) and do 2d6 dmg. There are much better spells at this level.  Druid 3, Sor/Wiz 4. [SpC]
  • Bigby's Grasping Hand -- Create a force hand to grapple things at +CL+14+spellcasting ability mod.  Short duration; spend your 7th-level slots on something else.  Sor/Wiz 7. [PHB]
  • Bigby's Crushing Hand -- Create a force hand to grapple things at +CL+16+spellcasting ability mod, does 2d6+12 w/ a grapple check.  Short duration; spend your 9th-level slots on something else.  Sor/Wiz 9. [PHB]
  • Shadowy Grappler -- Shadow grapples and silences a creature (grapple bonus = DC of spell). Low check, though the silence is nice; just too high of a level.  Sor/Wiz 6. [SpC]



Items:
  • Last Resort weapon enhancement -- +1 equivalent.  Use the weapon in a grapple at no penalty, and deal extra damage if foe is larger than you.  Makes a couple feats completely irrelevant; if you're not using natural weapons, this is a must-have.  [CW]
  • Gloves of Titan's Grip -- +8 enhancement to grapple checks, 7 rounds, 3/day.  Big bonus for a cheap item.  [XPH, MIC]
  • Scorpion Claws -- +4 untyped bonus to grapple checks from a mundane exotic weapon.  Great stuff! [Sand]
  • Various Strength-increasers -- Anything that increases your strength, increases your grapple and your damage. [DMG]
  • Armor Spikes -- Do 1d6 piercing with a grapple check.  You can enchant them separately. [PHB]
  • Armor Razors -- Do 1d6 slashing with a grapple check.  You can enchant them separately. FAQ says you can have both spikes and razors on your armor, but you can only attack with one at a time... so you can pick piercing or slashing each time.  [Und]
  • Belt of the Champion -- +6 Str, +4 grapple for 22k and relic shenanigans.  Excellent investment.  However, this was reprinted in the MIC and somewhat nerfed. [CDiv]
  • Vampiric Fangs -- Pin a creature and do 1d4 Con damage per round, gaining 5 temp hp.  Undead graft.  Pins are not usually worth it, but Con damage is nice.[LM]

Oddities:
  • Octopus familiar -- +3 to grapple checks, if you're into that sort of thing.  Perfect for grapplemancers.  [Storm]
  • Slippery trait -- +1 to checks to escape a grapple, -1 to other grapple checks.  This is actually a good trait for spellcasters that suck at grappling and want to avoid it.  But, how about you cast Dimension Door instead? [UA]
  • Magical Location: Sunken City of Pazar -- For 1 minute/day you can act like you have Powerful Build, but it doesn't stack with other size-increasers. [Sand]
  • Brawler trait -- +1 to grapple checks and attacks with unarmed strikes, -1 to all other attacks.  Does not work with natural weapons.  Sounds good, right?  Wrong.  You can't take IUS at any point or you lose the benefit of the trait.  Guess what the prereq of Improved Grapple is? [UA]
« Last Edit: May 11, 2012, 08:53:26 AM by sirpercival »
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Re: [WIP] Hulkamania is runnin' wild (a grappling handbook)
« Reply #4 on: November 08, 2011, 12:56:56 PM »
Builds:

Bruce, the Iconic Grappler Build (alias "Dead Meat, Dead Weight") (sirpercival)
(click to show/hide)

Heather (SorO_Lost)
(click to show/hide)

Psychic Raging Tactical Half-Orc (PhaedrusXY)
(click to show/hide)

Hur Derp, the Black Blood Cultist (sirpercival)
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Alekk Arsh, Grapplemancer (low-level build) (sirpercival)
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Daggerspell Shaper (sirpercival)
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The Grappling Tree (Surreal)
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« Last Edit: March 04, 2012, 11:38:19 AM by sirpercival »
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Offline sirpercival

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Re: [WIP] Hulkamania is runnin' wild (a grappling handbook)
« Reply #5 on: November 08, 2011, 12:58:37 PM »
Races & Monsters
There are a number of races that can make you a better grappler, and then there are monsters (for summoning, turning into, etc.) that are especially good at it.

TO DO:  Finish this.

Races:
Half-Ogre
Half-Giant
Goliath
Half-Minotaur
Eneko
Wereserpent [SK]

Monsters:
~Bears (improved grab)
~Snakes (constrict)
~Sewerm [SK] -- Attach, poison, +16 racial to grapple!  And it's a NORMAL FAMILIAR, not even improved.  Broked!
~My favorite alter self grappling form is the 3 HD Shinomen Naga (Cobra version) from Oriental Adventures 173-174.  It's a Large Humanoid (!), and you can couple that with enlarge person to become the 4 HD Shinomen Naga (Constrictor version) which is a Huge Humanoid!  Huge + enlarge person = a GARGANTUAN Wizard grappling you! [thanks, Endarire]
~If you can use one of the methods of aquiring the supernatural abilities of a creature you turn into, balhannoth (Monster Manual IV) offers antimagic grapple.  When you grapple someone, antimagic grapple allows you to suppress his magic items and prevent him from using any magical ability.  [Maat Mons]
« Last Edit: April 12, 2012, 08:16:04 PM by sirpercival »
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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #7 on: November 09, 2011, 07:49:28 PM »
Nature's Warrior: 5-level PRC from Complete Warrior.  Every odd level gains one special ability from a list. One of them is "Serpent's Coil" which gives +4 untyped bonus to grapple check and +1d8 + Str damage on a successful grapple check, so long as you are in a form that grants you improved grab. Has pretty lax requirements, only one feat: track, and 8 survival ranks(not really bad if you actually use track), 8 ranks in knowledge(Nature)[If you're a druid you'll have this maxed out], and 2 ranks in Knowledge: The Planes (Don't know why, really. It's cross-class so 4 points gone.) The bad is that it's only 2/5 casting, though. +4 bonus is huge though, equivalent to a size increase, and if you take it 3 times[Nothing says you can't] in 5 levels, that's equivalent to 3 size increases, regardless of the form you take, which is pretty nifty.
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Offline sirpercival

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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #8 on: November 09, 2011, 08:03:31 PM »
That's great, I'll add it in.  Thanks!
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Offline Mooncrow

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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #9 on: November 09, 2011, 08:07:14 PM »
Nature's Warrior: 5-level PRC from Complete Warrior.  Every odd level gains one special ability from a list. One of them is "Serpent's Coil" which gives +4 untyped bonus to grapple check and +1d8 + Str damage on a successful grapple check, so long as you are in a form that grants you improved grab. Has pretty lax requirements, only one feat: track, and 8 survival ranks(not really bad if you actually use track), 8 ranks in knowledge(Nature)[If you're a druid you'll have this maxed out], and 2 ranks in Knowledge: The Planes (Don't know why, really. It's cross-class so 4 points gone.) The bad is that it's only 2/5 casting, though. +4 bonus is huge though, equivalent to a size increase, and if you take it 3 times[Nothing says you can't] in 5 levels, that's equivalent to 3 size increases, regardless of the form you take, which is pretty nifty.

You can take it multiple times, but multiple bonuses from the same effect don't stack unless the effect explicitly says they do.

Offline Garryl

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Re: [WIP] Hulkamania is runnin' wild (a grappling handbook)
« Reply #10 on: November 09, 2011, 08:43:37 PM »
  • Clever Wrestling -- You get bonuses for grappling creatures larger than you. You get no benefit for this feat if you increase your size.  It sucks.  prereq: IUS, small or medium size [CW]

The feat sucks worse than that since it still only gives you bonuses to get out of a grapple (not what you, a grappler, usually want to do). Despite the name, Clever Wrestling is definitely for people who don't want to grapple (and are too cheap to get some easy teleportation or Freedom of Movement).

  • Reaping Mauler -- DO NOT TAKE THIS PRESTIGE CLASS!  The features are kind of mediocre, and the flavor is right, but it has Clever Wrestling as a prerequisite, which means (a) you have to start out as a small or medium creature so you're not great at grappling to begin with, and (b) by some interpretations, whenever you increase your size you'll lose the benefit of the feat and therefore of the prestige class.

Wasn't there some PrC is Stormwrack that gave Clever Wrestling as a bonus feat even if you don't meet the pre-reqs (which include the size limitation)? The feat would still suck since it still only gives you bonuses to get out of a grapple (not what you, a grappler, usually want to do), but does it change the evaluation of Reaping Mauler at all?

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Re: [WIP] Hulkamania is runnin' wild (a grappling handbook)
« Reply #11 on: November 09, 2011, 08:58:13 PM »
Wasn't there some PrC is Stormwrack that gave Clever Wrestling as a bonus feat even if you don't meet the pre-reqs (which include the size limitation)? The feat would still suck since it still only gives you bonuses to get out of a grapple (not what you, a grappler, usually want to do), but does it change the evaluation of Reaping Mauler at all?
Well the capstone is still pointless compared to release + coup de grace...

Offline sirpercival

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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #12 on: November 09, 2011, 09:27:34 PM »
And, it requires 3 levels of a useless class.  So, REALLY not worth it.  :)

EDIT: Does anyone have the source for the Octopus familiar?
« Last Edit: November 09, 2011, 09:30:07 PM by sirpercival »
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Offline Mooncrow

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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #13 on: November 09, 2011, 10:20:52 PM »
And, it requires 3 levels of a useless class.  So, REALLY not worth it.  :)

EDIT: Does anyone have the source for the Octopus familiar?

Stormwrack, page 52 for the octopus familiar.

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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #14 on: November 09, 2011, 11:10:01 PM »
Nature's Warrior: 5-level PRC from Complete Warrior.  Every odd level gains one special ability from a list. One of them is "Serpent's Coil" which gives +4 untyped bonus to grapple check and +1d8 + Str damage on a successful grapple check, so long as you are in a form that grants you improved grab. Has pretty lax requirements, only one feat: track, and 8 survival ranks(not really bad if you actually use track), 8 ranks in knowledge(Nature)[If you're a druid you'll have this maxed out], and 2 ranks in Knowledge: The Planes (Don't know why, really. It's cross-class so 4 points gone.) The bad is that it's only 2/5 casting, though. +4 bonus is huge though, equivalent to a size increase, and if you take it 3 times[Nothing says you can't] in 5 levels, that's equivalent to 3 size increases, regardless of the form you take, which is pretty nifty.

You can take it multiple times, but multiple bonuses from the same effect don't stack unless the effect explicitly says they do.

Most of the other effects seem to be intended to stack, yet none of them say they can be stacked. I think it deserves a mention in the class... If the DM allows it to stack, then it's great for grappling, if not, then it's meh. Maybe good for a dip.
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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #15 on: November 09, 2011, 11:17:45 PM »
Nature's Warrior: 5-level PRC from Complete Warrior.  Every odd level gains one special ability from a list. One of them is "Serpent's Coil" which gives +4 untyped bonus to grapple check and +1d8 + Str damage on a successful grapple check, so long as you are in a form that grants you improved grab. Has pretty lax requirements, only one feat: track, and 8 survival ranks(not really bad if you actually use track), 8 ranks in knowledge(Nature)[If you're a druid you'll have this maxed out], and 2 ranks in Knowledge: The Planes (Don't know why, really. It's cross-class so 4 points gone.) The bad is that it's only 2/5 casting, though. +4 bonus is huge though, equivalent to a size increase, and if you take it 3 times[Nothing says you can't] in 5 levels, that's equivalent to 3 size increases, regardless of the form you take, which is pretty nifty.

You can take it multiple times, but multiple bonuses from the same effect don't stack unless the effect explicitly says they do.

Most of the other effects seem to be intended to stack, yet none of them say they can be stacked. I think it deserves a mention in the class... If the DM allows it to stack, then it's great for grappling, if not, then it's meh. Maybe good for a dip.

Hmm, I don't really think they intended to have a +15 bonus to natural armor or 9/- DR either, honestly.  The class is definitely worth mentioning though. 

Offline sirpercival

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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #16 on: November 09, 2011, 11:39:43 PM »
The other untyped bonuses all stack because they are different sources.  The rule is that untyped bonuses from the same source overlap and don't stack.

EDIT: But the potential for a big boost from a 1-level dip may actually be better, and either way I added the class.
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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #17 on: November 09, 2011, 11:45:50 PM »
Leviathan Hunter, from Stormwrack, deserves mention for a grappler PrC, specifically allowing you to use the Clever Wrestling feat, regardless of prereqs, from 3rd level on.
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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #18 on: November 10, 2011, 08:05:32 AM »
Psychic Warrior not listed in the base classes who can try for it? They do have the necessary buffs for it.
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Re: Hulkamania is runnin' wild (a grappling handbook)
« Reply #19 on: November 10, 2011, 08:23:23 AM »
Soul Eater is also something to consider. You make grappling easier for yourself every time you whack someone you are grappling.
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