Builds:Bruce, the Iconic Grappler Build (alias "Dead Meat, Dead Weight") (sirpercival)
Illuskan Azurin Monk 5/Fighter 2/Reaping Mauler 5
Feats: Improved Unarmed StrikeB, Improved GrappleB, Clever Wrestling1st, JotunbrudH, Combat ReflexesB, Scorpion's Grasp3rd, Shape Soulmeld: Girallon Arms6th, Weapon Focus: GrappleF, Weapon Focus: Unarmed StrikeF, Bonus Essentia9th, Open Lesser Chakra: Arms12th.
Traits: Brawler.
Equipment: Monk's Belt, Amulet of Mighty Fists +2, Gauntlets of Ogre Power +6.
Grapple Check: +10 (bab) +7 (str) +2 (reaping mauler) +4 (imp grap) +1 (wf) +8 (girallon arms) +2 (open chakra), +4 (jotunbrud) +1 (brawler) = +37
Unarmed Damage: 1d10+9, and improved grab.
Bruce had personal space issues from the day he was born. He couldn't stop himself from hugging everyone and everything he met, and over time he discovered that he was accidentally squishing people when he hugged them, because his arms were so strong (from the constant hugging). So, he started training himself to hug better and more effectively, so that he would only hurt people when he wanted to, like when they tried to stop him from hugging them. He got so good at it that sometimes he would hug people until they died. This made him sad, until he realized he could still hug them when they were dead, and that usually dead people wouldn't fight back.
Heather (SorO_Lost)
Female Human Paladin of Tranny 6 / Justicar 8 / Swordsage 1
ACF: Charging Smite (5th), Mystic Fire Knight (4th/6th).
Feats: Combat ExpertiseF, Improved GrappleF, Aberration Blood (Flexible Limbs)H, Shape Soulmeld (Girallon Arms)1st, Falling Sun Attack3rd, Battle Blessing6th, Sword Of the Arcane Order9th, Open Lesser Chakra (Arms)12th, Distant Horizon15th.
Equipment: +5 Grasping Last Resort Lash of the Sands, Wand of Sadism, Dark Shadow Studded Leather Armor, Mantle of Rage, +1 Furious Gauntlet, Enervating Arm.
Lady Heather is known for her restrictive methods and uncanny characteristic to furiously whip an victim into submission. She greatly enjoys flogging her targets with her entangling whip until she can tie them up in a proper hog tie. The more she is into things, the harder she hits, the more her body tenses fueling her into an even greater amount of passion. At least until she loses momentum, she winds down shortly afterwards but her target is not allowed to go free and often are unable to do much as they pass out from having a strong reaction to her methods and they remain, hopefully blissfully, unaware of her future plans for them. ~ Hell hath no fury like a woman's scorn.
Strength: 33 (+11) = 16 (base) + 4 (enhancement) + 4 (inherent) + 3 (level) + 6 (rage)
Grapple: +45 = 14 (bab) + 11 (str) + 4 (im-grapple) + 2 (aberration) + 2 (girallon) + 4 (distant horizon) + 8 (fearsome grapple)
Psychic Raging Tactical Half-Orc (PhaedrusXY)
Here is a build that can grapple but isn't useless otherwise.
Half Orc Paragon 3/Monk 4/Shou Disciple 5/Psionic Fist 8
Racial Ability Mods: Str +4, Int&Cha-2
BAB +17, Base Saves: F13, R15, W12, Movement 80
Str: 18+4race+5level+5inherent+6enh+4AugExpansion+4Rage = 46
Grapple: 17BAB+8size+4GripOfIron+4ImpGrapple+18Str = 51
Trip: 18Str+8size+8feats = 34
Unarmed Damage w/belt&FangedRing after Augmented Expansion = 8d8
Feats: Stunning Fist (m1), Combat Reflexes (m2), Dodge (1), Wpn Focus: Unarmed (3), Wolf Berzerker (6), Improved Trip (Shou2), Improved Grapple (Shou4), Wild Talent (9), Sun School (12), Extra Rage (15), Power Attack (18), Quicken Power (PF5)
Special Benefits: Evasion; Still Mind; Ki Strike: Magic, Slow Fall 10ft; Rage 3/day; Flurry with any weapon; unarmed damage 2d10 (w/monk's belt); Wis +3 to AC.
Powers: 1st: Expansion, Grip of Iron; 2nd: Strength of My Enemy, Psionic Lion's Charge; 3rd: Claws of the Vampire, Ubiquitous Vision; 4th: Dimension Door, True Venom
At level 20, when he is fully buffed and hits someone, he does 8d8+18 +1 (or 2) Str drain (which he gets) + 1d8 Con damage. He is healed for half the base damage he does. He can Dimension Door to his target and make one attack via Sun School. His movement is 80 and he can full attack on a charge.
He's also decent at stabbing/punching things in the face throughout all levels thanks to decent BAB and proficiencies, and he's not stuck going armorless. So you can dump Wis if you want (this is obviously a strength-based "monk", not a wisdom-based one).
Hur Derp, the Black Blood Cultist (sirpercival)
CN Dragonborn Azurin Barbarian 4/Totemist 2/Totem Rager 4/Black Blood Cultist 10
ACF: Bear Spirit Totem, City Brawler
Feats: Improved Unarmed StrikeB, Two-Weapon FightingB, Cobalt Rage1st, JotunbrudH, Track3rd, Bonus Essentia6th, Improved Natural Attack: Claws9th, Open Lesser Chakra: Arms12th, Improved GrappleB, Multiattack15th, Aberration Blood: Flexible Limbs18th.
Soulmelds: Girallon Arms (totem chakra), Dread Carapace, Blink Shirt, Totem Avatar (feet)
Str: 18 (base) +5 (levels) +6 (rage) +5 (tome) +6 (belt) = 40
Grapple check: +16 (bab) +15 (str) +4 (imp grap) +2 (open chakra) +4 (jotunbrud) +4 (extra arms) +12 (girallon arms) +2 (limbs) +4 (totem avatar) = +63
Using Savage Grapple with Dread Carapace is absolutely brutal, as you're not making attack rolls with the natural weapons, you're making grapple checks. And, using the Bear Spirit Totem, you get Improved Grab. Every time you make a successful grapple check, you get 4 claw attacks and a bite attack. With the Dread Carapace maxed out, your main claw attacks do 2d6+19 (you may be able to convince your DM that the Black Blood Cultist's improved natural attack class feature sets your Girallon Arms damage to a base of 1d8...) and your bite does 1d6+15.
And that's without any equipment.
Alekk Arsh, Grapplemancer (low-level build) (sirpercival)
Dragonborn Skarn Bear Totem Barbarian 1/Totemist 2/Wizard 3
Feats: Improved Unarmed StrikeBarb, Improved GrappleWiz, Incarnum Spellshaping1st, Expanded Soulmeld Capacity3rd, Bonus Essentia6th.
Traits: Brawler.
Equipment: Belt of Enlarge Person, Gloves of Fist of Stone, Wand of Balor Nimbus (25 charges).
Soulmelds: Girallon Arms [totem bind], Ankheg Breastplate, Wormtail Belt
Grapple Check: +4 bab +7 str +4 enlarge person +4 improved grapple +3 octopus familiar +1 brawler trait +10 girallon arms +4 fearsome grapple = +37
Can use arm spines or slam (from fist of stone) as natural weapons with corrosive grasp, but the real damage is Balor Nimbus. Also, improved grab from the barbarian level.
Daggerspell Shaper (sirpercival)
Azurin Rogue 1/Mystic Wildshape Ranger 5/Unarmed Swordsage 1/Daggerspell Shaper 5/Nature's Warrior 1
Feats: Two-Weapon Fighting1st, Shape Soulmeld: Girallon ArmsB, Improved Grapple3rd, Natural Spell6th, Savage Grapple9th, Bonus Essentia12th.
Grapple Check (in Polar Bear form): +10 bab +8 str +12 animal growth +4 improved grapple +8 girallon arms +4 serpent's coil = +46
Does +2d6 sneak attack damage with every grapple check for damage (augmentable with items).
The Grappling Tree (Surreal)
Warforged Cleric 3 (travel & law domains)/Totemist 2/Landforged Walker 5/Sapphire Hierarch 10
*travel domain for survival for Landforged Walker, law domain for Sapphire Hierarch
You get 9th level spells, a plant form that you can boost with incarnum, and access to DMM silliness. This would make a very strong grappler build. Also consider that you'd get Huge shapes 5 levels earlier than a druid. At level 10 you could have a huge Treant with 29 Str, boosted with Girallon and/or Kraken soulmelds, with Divine Power on top. By level 12, you can be an Iron Maw/Octopus Tree/Tendriculous boosted even more with Righteous Might. I think that's a grapple bonus of +47 (give or take a few). Oh, and you can get 8 attacks with the Octopus Tree.
level 12 grapple: 12(BAB) + 10(str) + 8(huge) + 3(div.power) + 6(righteous might) + 14(Girallon) +4(kraken) + 4(imp.grap) = 61
- a few buffs, Iron Maw, Righteous Might, Divine Power, soulmelds, no items