So, in a game i'll be playing starting soon, i made the following character:
Yahwhah -> Links to Mythweavers sheet
Male Chaotic Evil Anthropomorphic Giant Octopus Monst. Hum. 2/Barbarian1/Archivist 3,
Level 6,
Init +4,
HP 29/34,
Speed 20ft
AC 17,
Touch 10,
Flat-footed 15,
Fort +6,
Ref +6,
Will +10,
Base Attack Bonus 4
6 Tentacles +7 (1d4+3, 20)
Bite +2 (1d6+1, 20)
Grapple +19 ( , )
Breastplate (+5 Armor, +2 Dex, +2 Natural, -2 Misc)
Abilities Str 16, Dex 14, Con 12, Int 17, Wis 18, Cha 8
Condition None
Why Anthropomorphic Octopus?
I wanted a good grappler chassis, and this gives me:
6 tentacle attacks, Improved Grab and Constrict for 2 Monstrous Humanoid HD, which aren't ALL that bad, and NO LA, so effectively a LA+2 "lite" race. Skill bonus aren't bad either. Ability modifiers are also stellar: +2 STR +6 DEX -2 CON +4 WIS -4 CHA. Minus two to CON is bad, but gives a BIG bonus to Wisdom and a penalty to CHA, a dump stat. It also gives me the MONSTROUS HUMANOID type, which i can use to enter the Hexer PrC, from Masters of the Wild.
EDIT: I also took Deformity: Tall, for 5ft of reach with my tentacles, so i can threaten double the area. Il'l eventually get access to Extend Tentacles (2nd level spell), which gives me 5ft more if needed, and when i grow one more size category, it will be 25ft of reach total. Woot.
The Hexer PrC is *only* accessible to Monstrous Humanoid characters, and it gives:
Pros:
- Full divine casting progression, which will let me keep my Archivist goodies. Including Spells Known. NICE!
- Full Bab
- Access to Sorc/Wiz spells as Divine spells: 1 spell every two levels, for a total of 5 spells over 10 class levels. Not too shabby - There aren't many Sorc/Wiz spells that don't appear in some Divine list somewhere where i can get a scroll, but the few there are, are solid gold. This also unhinges the Archivist somewhat of the need to spend so much gold on scrolls, and avoids relying on the DM permitting you to buy the spell you want.
- Hex: As a Standard action, a Gaze attack that, after activation, works on 1 creature/round that is 30ft or closer, forcing a Will save or take -4 to attack, saving throws, ability checks, and skill checks. Other hexes are available later, and the best part? The normal and Sicken Hex are PERMANENT, and avoiding them gives them penalties as well. They can only be broken with Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish. Just like Bestow Curse. Wow. Pretty powerful.
Cons:
-d6 HD
- 3.0 and hard to qualify: AFAIK the only entry is through Archivist, Shugenja or Adept. No other classes can cast Lightning Bolt as divine.
Barbarian 1 was an obvious choice. City Brawler variant from Dragon Magazine, so i lose Martial Weapons and Medium Armor, the latter of which i regain as Archivist, but it gives me Improved Unarmed Strike as a bonus feat, which i needed for Improved Grapple, and also Two Weapon Fighting with Unarmed Attacks, which i won't be using since i have more Natural Attacks with better To-Hit and the same damage.
Archivist was needed to qualify for Hexer later, which i think is perfect for the character, while also giving a very, very good chassis. But then again: Babau Slime is not on the Cleric list, and with Archivist i can access that as Divine, which lets me cast it with armor without still spell. At lower levels, this is awesome - 1d8 for free every turn i'm in a grapple. Combined with Balor Nimbus and Constrict, that's a hefty amount of automatic grapple damage.
Let's see: I have Babau Slime, Balor Nimbus and Corrosive Grasp active.
I cast Corrosive Grasp, giving me 6 uses of it's ability, which i quote "You can also deal this damage with an unarmed strike or an attack with a natural weapon". So, going off that reading, i can discharge the full 6d8 of corrosive damage if i hit with all six tentacles. My Spike Stones graft also adds 1d4 damage to each of my natural attacks.
Let's assume i do: 6d4+18 +6d4 + 6d8 (acid) + 1d6+1 +1d4 damage from my full attack. An average of 72 damage with a full attack. Or 48 damage on average even without Corrosive Grasp.
I have also beforehand cast Balor Nimbus and Babau Slime, and i get a free shot of starting a grapple, so i do. With +19 to my check, at my level there aren't many creatures that can compete. And Improved Grab gives me a free grapple with my last tentacle attack:
My Spike Stones graft gives me 2d4 damage on each successful grapple check, Balor Nimbus deals 6d6, and i constrict for 2d6+6 damage. Average of 32 damage on a successful grapple check.
Grand total: 104 damage on a single turn, with a single attack with those buffs, or 62 average unbuffed. Forgot the 1d8 from Babau Slime, so +4 on average buffed damage.
At later levels, my options multiply. Once i get access to Girallon's Blessing and Arms of Plenty, i get 4 more arms, with 4 more additional natural attacks, all of which can be used to discharge Corrosive Grasp and deal the bonus Spike Stones damage. With 4th level spells comes Investiture of the Barbed Devil (if i can get a Blackguard scroll... Otherwise, 6th level). Gives me more on my Grapple check, and additional damage. Righteous Might also becomes an option, giving me increase size category. Not that i needed it much, since Steal Size at level 1 gives me my much needed Size Increase + a debuff against Large opponents (the only ones that would give me grief with grappling.
So, does anyone have any suggestion? Improvements? Comments?
Note: I'm looking for a Medium Armor for my character, i'm stuck with a normal Breastplate and have only 341gp to spare. Thoughts?
And a rules question: with Improved Grab, if i accept the -20 penalty for trying a grapple with only one limb, can i attempt one grapple check PER natural attack i hit? If so, then the damage is possibly INSANE once i get higher levels.