Black Blood Cultist Handbook: A Grappler's Manual

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#1

-ktkenshinx-

May 28, 2009 18:36:54

The Black Blood Cultist
On the Art of Skillful Grappling
“But he who is unable to live in society, or who has no need because he is sufficient for himself, must be either a beast
or a god.”

-Aristotle

IMAGE(http://www.wizards.com/dnd/images/roe_gallery/88240.jpg)



Spells cannot be cast when claws have dug into your mouth. Swords cannot be swung if the creature rends you from your back. Escape cannot be had as you tumble through the air or water in the claws of a Black Blood Cultist. Fell champion of the mundane grapplers, the Black Blood Cultist (Champions of Ruin, 44) is a class for clever players in search of a challenge. His grappling abilities in and of themselves are not especially impressive. His damage capabilities while grappled, however, are awe inspiring. Between his abilities, improved grab, pounce, and other abilities, the Cultist is a terrifying fighter that can engage, pin, and dispatch anyone with ease.
This is a guide that emphasizes the mundane aspects of grappling. As such, there will be three progressions discussed. First is the “Bloodhorror”, a Darfellan character taking a level in the Scaled Horror class from Savage Species specializing in clever uses of grapple. Next we will look at the “Feral One”, a Desert Orc Primeval/Fist of the Forest hybrid emphasizing straight up combat. Finally, we will meet the “Cultist of Cthulhu”, a Shifter Warshaper that maximizes natural weaponry damage from Savage Grapple.
Psionics, arcane, and divine magic are all more than viable options for the Black Blood Cultist. This guide recognizes this, and the considerable discussion that has already occurred on these topics. As such, while such progressions are acknowledged and respected, they will not be the focus of our discussion. Our business is with tooth and nail, not mind and magic. We shall proceed accordingly.

Strengths
-Massive damage while grappling.
-Grappling master

Weaknesses
-Close range only. Accustom yourself to it

Required Readings
Below is the "All About Grappling" series, articles written by Skip Williams that are required reading for anyone serious about grappling.


Table of Contents
1. Bloody Business: The Class Itself
2. Born: Abilities and Races
3. Fell Deeds Awake!: How to enter the class
4. Matter over Mind: Skills and Skill Tricks
5. Survival of the Fittest: Feats
6. Path 1, Bloodhorror: The Darfellan commando
7. Path 2, Feral One: The Desert Orc savage. (COMING SOON)
8. Path 3, Cultist of Cthulhu: The rain of tentacles (COMING SOON)
9. Tyrannizing Casters: Countering Freedom of Movement

#2

-ktkenshinx-

May 28, 2009 18:37:28
Bloody Business
The Class Itself
”The mere athlete becomes too much a savage” –Plato

Requirements
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Assuming you are hell-bent on fulfilling all the requirements, the earliest you can enter into the class is at level 6. That said, it might be better to put it off for one level until you dip into Scaled Horror for Improved Grab (if you are going that route), allowing your Barbarian level to grant you Pounce instead of fast-movement. This will make you far more powerful once you get the claws growing and the teeth gnashing, as it enables you to full-attack AND initiate grapples off of a charge.

Alignment: Chaotic Evil, Chaotic Neutral, or Neutral Evil
Normally alignment requirements are easy stuff. In this case, it will involve a bit of roleplaying on your part. The best Black Bloods will start out as Monks for 2 levels, which requires an alignment shift by the time you enter into this class. This should not be terribly hard to work out with your DM so long as it is artfully done.

Skills: Knowledge (Nature) 2 ranks, Survival 8 ranks
The first is easy; the instant you dip into Barbarian you are going to spend 2 of your 4+ skill points to get this. The second is more annoying. Don’t bother with adding ranks while it is a cross class skill. Considering you will take your barbarian dip at level 3, you will have at least 2 levels to put in your points (4 ranks at each level). Sadly, these are points taken away from Jump, Climb, and Tumble, which is why racial adjustments to these are so important.

Feats: Improved Unarmed Strike, Track
Monk handles the first of these right at level 1. Problem solved. Track is a supremely useless feat for you, but requirements are requirements, which means you will need to blow one of your bonus feats on it. A Ranger dip can solve the problem, but that is an almost strictly inferior build to those outlined below.

Special: Ability to rage
Even if this weren’t a prerequisite, you would be getting it anyway.
#3

-ktkenshinx-

May 28, 2009 18:37:58
Born
Abilities and Races
”Nature, red in tooth and claw” –Lord Alfred Tennyson

Ability Scores
Strength is your most important score, followed closely by Constitution. If your enemies have at least 6 intelligence, they will try and help their buddy out as he gets savaged, or just try and take advantage of your flat-footed status. High HP tends to help in these situations. From there on out, it gets trickier. Skill tricks are an important part of this build, so Intelligence will be important. Our adoption of a Monk progression early on elevates Wisdom. Dexterity, although denied in a grapple, is the key ability score for the supremely useful tumble, so do not put a negative there. Charisma, on the other hand, should be as low as possible.

Abilities of Importance
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  • Strength: Grapple checks and damage. It’s what you do and you are damn good at it.
  • Constitution: As a grappler, expect to take tremendous amounts of damage from lack of AC and from the allies of your poor target.
  • Intelligence: Intelligence means more skill points. More skill points means more skill ranks. More skill ranks means more skill tricks.
  • Wisdom: Any respectable Black Blood will start play as a Monk. Take advantage of that AC bonus, as it’s all you are really going to have.
  • Dexterity: This will be denied to you for most of the battle. That said, it’s best to keep it at least positive, if not at +1, so you can use Tumble.
  • Charisma: Your teeth and claws are inherently beautiful.
#4

-ktkenshinx-

May 28, 2009 18:38:30
Fell Deeds Awake!
Entering the Class
”Here’s the smell of the blood still: all the perfumes of Arabia will not sweeten this little hand” –William Shakespeare

There are a number of different paths which can lead you to the Black Blood Cultist. Generally speaking, you want to start with the PHB and move on from there. Do not worry about multiclassing penalties, as you will never have any of your non-favored classes in the experience penalty range. At a certain level, about 5 or 6, it will benefit you to take a level in at least 1 prestige class to gain a few abilities: Improved Grab from the Scaled Horror (SaSp 83), natural weapon growth from the Warshaper (CW), and drink like a demon from the Drunken Master (CW) to name just a few. Some of these routes will be determined when you take your race. For example, in order to enter the Scaled Horror class, you must either be Reptillian or Aquatic (Darfellan or Skarn), and to get Warshaper you need to be a shapechanger (Shifter).
Whatever path you choose at these levels, make sure you fulfill the requirements early on.

Core Classes
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[indent][indent] 1. Hand and Foot : Stunning Fist is a prerequisite of Choke Hold, so you are taking this feat at first level. Deflect Arrows is worthless, but Improved Trip is excellent: +4 to trip attacks made during a grapple AND a follow up attack? My second feat of choice.
2. Passive Way : Improved trip is all you need. Take it at level 2. 3. Denying Stance : Do not waste the feat on Improved Grapple, as you will get it later. Combat Reflexes is similarly worthless. Improved Disarm, however, can be a useful combat trick to get rid of the big bad Wizard’s staff of godliness.
4. Overwhelming Attack: Power Attack is not particularly useful, but the knockback feats are more interesting. Generally speaking, you want to go for the grapple instead of the bull rush, but Improved Overrun is a decent option for reaching foes in the back.
5. Sleeping Tiger: The only interesting feat here is Improved Initiate, which can help offset your likely abysmal Dexterity score. Is it better than Improved Trip? Probably not, but speed can make up for strength in some cases; it’s hard to kill their wizard if he gets a round to Dimension Door away.
6. Undying Way: There is only one reason you will ever take this school, and that is if you are proceeding with the Primeval progression as discussed later. Otherwise, avoid this horrible choice.
7. Cobra Strike: The only time you will use these feats is when you run through threatened squares to reach the back. Even then, the extra AC is not worth a feat.
8. Invisible Eye : Blindfight is conditional, but when those conditions are in play, you will want it. Otherwise, this style has nothing of interest. [/indent][/indent]

[indent] [indent]
  • Lion Totem, Pounce: Dangerous damage. Positively vicious with improved grab and savage grapple. On your first hit, you initiate a grapple with Improved Grab. This immediately savages the opponent for everything. Thereafter in that round, you get one or two more grapple attempts (depending on your BAB), each dealing the same outrageous damage. Get this at level 1 and you will never look back with regret.
  • Half-Orc Substitution, level 2: (RoD 159) Lose uncanny dodge, gain improved charging capabilities. If your race is Half-Orc, this is what you are doing at level 2. Uncanny dodge is simply useless when you are grappled.
  • Whirling Frenzy: (UA 66) Extra attacks that specify you are whirling around are useless while grappled. Only the most obtuse of DMs would allow that benefit if you are essentially stuck to another person. As to Reflex saves and AC, well, if you wanted those abilities, you would have played a different class.
  • UA Barbarian Substitutions: (UA 48) The only remotely decent variant here is the Bear, which gives you a +4 misc. bonus to grapple at level 5. The problem is, you will never take up through level five in this class, and even if you did, you would hate yourself for wasting the initial 3 feats. Avoid these variants.
[/indent] [/indent]
  • Cleric: A surprisingly decent entry class, especially if your domains are selected well. Considering you will not be in this class for more than 3 or 4 levels, you will only lose one point of BAB. In these low levels, you will gain access to a number of powerful spells that greatly improve your grappling abilities. While the divine grappler is definitely a feasible option, we will not investigate it at length here. If you do choose to enter into this class, here are some domains worth considering:

[indent][indent] Strength : Enlarge person, Bull’s Strength, and a 1 round/day free action increase of strength equal to your cleric level. Assuming you are level 3, that’s a +10 bonus to grapple right there, not to mention the damage buffs. Definitely an excellent choice.
Travel : An effective +4 bonus to Jump, and a nice freedom of movement effect to penetrate webs, entangles, and other impediments en route to your hapless victim. Be a man and don’t use the ability to extricate yourself from a tough grapple; you got in there on your own so get out on your own.
Luck : The spells gained are not terribly amazing, but the reroll ability is quite nice. Especially useful when you roll horribly on a critical grapple check. [/indent][/indent]
  • Ranger: There are only two reasons you would take this class. One is for Track. The other is for the fanghsield substitution ability (Improved Natural Attack or Multiattack) at level 2. You cannot be humanoid to benefit from the latter class feature, so make sure you are a Goliath (Monstrous Humanoid), Warforged (Living Construct), or any other non Humanoid creature.
  • Wizard: The horrible HD, skill points, and BAB might scare you away, but the spells are worth it. Specialize in Transmutation, have 12 intelligence, and take Enlarge Person, Jump, and Nerveskitter (SC), all worthwhile at level 1. If you are playing on the high seas, consider an Octopus familiar for the grapple bonus. Otherwise, ditch the familiar and use the PHB2 alternate class feature that grants you a swift action based on your specialty. The swim, fly, or climb speed will help at least once, I guarantee it. Also, make sure you use the Battle Wizard UA variant to ditch the supremely worthless Scribe Scroll for a fighter feat of your choice.
  • Sorcerer: You need intelligence for skill points anyway. Charisma has no business being part of your build, even if it is only 11 or 12. Best to keep that down in the single digit range and allocate your precious scores elsewhere.
  • Bard: You should be using your opponent as a drum, not playing one of your own. Skip this Cha/Dex/Int class.
  • Rogue: While the massive skill points at level 1 are tempting, this class just has very little synergy with what you do. As you are on a strict timetable of levels, find something else.
  • Paladin: You kill paladins. You are not one yourself.
#5

-ktkenshinx-

May 28, 2009 18:39:03
Matter over Mind
Skills, Skill Tricks, and Items
I fear not the man who has practiced ten thousand kicks once, but I fear the man who has practiced one kick ten thousand times. –Bruce Lee

Skills and Skill Tricks
If you are not familiar with the applications of the following skills, take a moment to do so now. While you do not have magic, you do have strength, and the power of the body need not fall to the power of the brain.

Balance (Dex)
  • Gives you the Twisted Charge skill trick


Climb (Str)
  • Enables effective Battle Jumps (Feat)
  • Catch yourself as you fall
  • The strength character’s hide check


Jump (Str)
  • Enables effective Battle Jumps (Feat)
  • Jump off ledges with your opponent
  • Reduce falling damage as you fall with your opponent
  • Ambush unsuspecting opponents
  • Synergy with Tumble


Tumble (Str)
  • Reach the Wizard in the back
  • Minimize falling damage
  • Stand up from prone
  • Jump synergy


All of the above skills are also integral for the best skill tricks. When you are not fulfilling requirements of the Black Blood, or of another PrC, you should be maxing ranks in these skills (all of which will be class skills from level 1 onwards).

With that all in mind, let us go over skill tricks. First, I start with a “skill trick” of my own, or rather, a creative combination of jump and grapple.

The Donkey Kong: Jumping with your opponent
Show
This maneuver gets its name from the Super Smash Brothers ability where Donkey Kong grabs you and jumps off the ledge. There are three ways to execute this move. The first is to simply use the “Move” action while grappling to move with your opponent to an edge and then have both of you drop off. The second is to throw your opponent off an edge or through a window while you stay behind. This latter option means you don’t get to go with them, which means you miss out on the midair grappling and subsequent damage of dropping on them, while the former only works if there is no barrier between you and the drop.
More often than not, there will be a window, balcony, or overhang that you cannot just walk through. You need to jump over it. But don’t go alone. If your jump check is high enough, and your opponent light enough, you can bring them with you.
Here’s how it works:
1. Make a grapple check to pin your opponent.
2. Using the “Toss your foe” option, lift them in the air (See All About Grappling Part 3). Make a DC 10 strength check to pick up your foe (provided you can actually lift their weight). If you succeed, you are lifting them in the air. Do not throw them, however.
3. Based off their weight, calculate their encumbrance to you as a light, medium, or heavy load. Figure out your armor check penalty (Light -0, Medium -3, Heavy -6).
4. Apply this check to your jump. While lifting your opponent, Jump with them out the window (Do not break the grapple yet)
5. On the way out the window, give them a throw down. Unless your fall is over about 800 feet, you will not get a round in before you hit the ground. If you do get in a round, do not let go, and maintain the pin for as many attacks as you can. After your 6 seconds is done, release the hold in them as a free action.
6. When you hit the ground, the opponent will take damage from the fall and damage from you falling on top of them. Proceed with the fight, them down at least a dozen D6 hp.
#6

-ktkenshinx-

May 28, 2009 18:39:35
Survival of the Fittest
Feats
”Improve the position!” –Redbelt

Unlike most PrC and optimizations, a decent Black Blood Cultist does not inherently need a lot of feats. This is ironic, as there are a few dead levels during which the Black Blood is likely to take levels in fighter, psychic warrior, or some other bonus-feat class. First, I present the suggested feats you should strive to take over the course of your career (assuming you handle the Improved Grab and Pounce options through some combination of alternate class features and feats).

  • Aberrant Blood (Flexible Limbs)
  • Deepspawn
  • Wolf Berserker
  • Multigrab
  • Greater Multigrab


These are only recommendations. A more comprehensive list of decent feats (and the feats commonly misconceived as good) continues below.

Grappling Feats
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  • Jotunbrud: (RoF) Free size category increase anyone? Basically the feat version of powerful build. The only drawbacks are that you must be human and you must take it at level 1. Then again, those can hardly be considered drawbacks...
  • Battle Jump: (UE 43) You can charge just by dropping on the opponent. If you do so and choose to initiate a grapple, you are treated as one size category larger. Alternately, forego the +4 grapple bonus and go with the double damage route; if you have an improved grab equivalent and pounce, you are dealing massive damage AND making a grapple check. Your skills and skill tricks will guarantee that you can achieve liftoff against any opponent.
  • Multigrab: Amazing, especially with the Str. bonus offered by a dip in the Primeval class. Technically allows you savage grapple damage against two grabbed foes simultaneously (although it is difficult to envision exactly how that works). Even if your DM does not allow that, this still allows you to neutralize multiple characters your size or slightly larger.
  • Greater Multigrab: Hold a Wartroll in your left hand and an Annis in your other. Note the high Dexterity requirement of this feat, however.
  • Scorpion’s Grasp: (Sand 52) Improved grab as a feat. You won’t get the powerful “damage on every successful grapple check” clause, but you will get to initiate your grapple as a free action. As a consolation prize, you can make attacks with that one initiating weapon without the -4 penalty. This is strictly inferior to improved grab, but if you opt out of the Scaled Horror route and stick with the Lion totem, it’s your only remaining option.
  • Choke Hold: (OA 61) An excellent feat, but admittedly one from OA. If this is not allowed, move on ahead. If it is, take it shamelessly. Synergizes especially well with Stranglehold.
  • Aberrant Blood (Flexible Limbs): (LoM 178) A small grapple bonus, but if you find yourself with too many unused feats, definitely a fine way to spend it. This is part of a powerful progression that gets you to...
  • Deepspawn: (LoM 179) Two additional, innate natural weapons? And another grapple bonus? The only reason this is not blue is because it involves a three feat investment and it makes you god forsakenly ugly. To fulfill the feat prerequisite, take either another Aberrant Blood (Sticky Fingers) or Bestial Hide (AC bonus).
  • Musclebound: A measly bonus, but at least it helps out with your other strength based skills. No reason to get this when so many other options are readily available.
  • Weapon Focus (Grapple): Whether you think this applies to the initial touch attack or to the grapple check itself, it is simply not worth it. If you are taking a feat, it better be to a greater end than just a +1 bonus.
  • Rending Constriction: (SaSp 39) Requires Constrict from some source (Nature's Warrior and Geomancer grant this ability). If you can get it, gives you a powerful, reusable constrict variant that stacks with all your other damage.
#7

-ktkenshinx-

May 28, 2009 18:40:07
Path 1: Bloodhorror
Darfellan Scaled Horror Progression
”You’re gonna need a bigger boat.” –Jaws

There are two ways to grapple effectively. The first is to outmatch an opponent using your strength. The second is to outmatch an opponent using the environment. This build combines both. With pounce and improved grab, the Bloodhorror is a capable land warrior able to deal massive charge damage and keep it coming in subsequent rounds. If, however, your campaign setting has access to water, then the Bloodhorror becomes a true monster.
This build uses the Darfellan, an aquatic humanoid with a swim speed and at least 90 rounds of holding breath underwater. Some might argue that the best way to kill an opponent is to just take them out with conventional means of damage and abilities. Why not gain an ally? The water is your dear friend and your foe’s direst enemy. Use it accordingly.

Here is essentially how an underwater grapple works. First, pin your opponent. Second, move your opponent into the water, retaining your pin. While he is pinned, he can make no move actions. As such, he automatically fails his swim check and goes under in that round, starting the clock. Your opponent now has a number of rounds underwater alive equal to his constitution score divided by two (as he will be taking standard actions every round), and then however long it takes him to fail a save.
As your opponent probably does not have a swim speed, as per the SRD, he makes grapples at a -2 penalty (although grapple damage, using the “damage your opponent” option, remains the same). He also cannot make successful swim checks while pinned. Furthermore, he does not have firm footing. All of these factors combine to give your opponent a rather difficult time against you underwater. The major bonus is the massively reduced damage your opponent will deal; -2 on attack rolls and half damage with slashing and bludgeoning weapons. And god forbid the opponent gets stunned, paralyzed, or falls unconscious during the madness…
This all means you will win your fight at least a few rounds earlier than you would on land, sustaining at least half the damage.
And spellcasters? Pin prevents them from speaking, grapple prevents accurate hand movements, and the water provides additional penalties. Even a rogue in melee with a caster will let a spell slip through. You will not.

Now, to the build. Your key ability scores are, in order, Str, Wis, Con, Int, Dex, Cha. You need at least a +1 modifier on Int and Con (preferably +2 on Con), and a +3 on Str and Wis. Remember, Improved Grab is amazing, but only if you are larger than your opponent. Psychic Warrior (Expansion) takes care of that; is it magic? Sort of. But the grappler uses whatever tools are available to win.

1. Fighter 1
Improved Unarmed Strike, Track
2. Fighter 2
Battle Jump
3. Fighter 2 / Barbarian 1
Rage, Lion totem (pounce), Improved Initiative
4. Fighter 2 / Barbarian 2
+1 Strength/Wisdom
5. Fighter 2 / Barbarian 3
6. Fighter 2 / Barbarian 3 / Scaled Horror 1
Mad Foam Rager
7. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 1
8. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 2
Improved Grapple
9. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 3
Multigrab
10. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 4
11. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 4 / Psychic Warrior 1
Stunning Fist
12. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 4 / Psychic Warrior 2
Freezing the Lifeblood, Improved Natural Attack
13. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 5 / Psychic Warrior 2
14. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 6 / Psychic Warrior 2
15. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 7 / Psychic Warrior 2
Multiattack
16. Fighter 2 / Barbarian 3 / Scaled Horror 1 / Black Blood Cultist 8 / Psychic Warrior 2
17. Fighter 2 / Barbarian 3 / Scaled Horror 2 / Black Blood Cultist 8 / Psychic Warrior 2
18. Fighter 2 / Barbarian 3 / Scaled Horror 3 / Black Blood Cultist 8 / Psychic Warrior 2
Improved Multiattack / Greater Multigrab
19. Fighter 2 / Barbarian 3 / Scaled Horror 4 / Black Blood Cultist 8 / Psychic Warrior 2
20. Fighter 2 / Barbarian 3 / Scaled Horror 5 / Black Blood Cultist 5 / Psychic Warrior 2
Spring Attack

As for skill points, this build gets you on average 4+ intel per level. As such, you should work to maximize Jump, Climb, and Tumble in that order. You should put a few points into Swim, but your racial swim speed mostly deals with that. The Scaled Horror has a Hide and Move Silently requirement that you need to worry about, but other than that, you will probably find you have more skill points than you know what to do with. Spot and Listen are always good fallbacks.
As to ranger spells, you should look at the following as you advance from level 1 spells to level 3 spells.
  • Jump: Some godlike Jumps are enabled by this spell.
  • Barkskin: Natural AC boost that functions while grappled? If they thought they could hit you underwater, they will think again.
  • Bear’s Endurance: An additional +2 HP/level is as good as it sounds.
  • Owl’s Wisdom: Increases your Choke Hold, Stunning Fist, and Freezing the Lifeblood DC by 2. By level 10, that should definitely put it at, or around, DC 20.
  • Ram’s Might: (Spell Compendium) +1 to all damage and grapple rolls.
  • Haste, Swift: (Spell Compendium) Additional attacks and a bonus to your rolls. Swift too.


These are but a sampling of the decent Ranger spells that you gain access to as a Scaled Horror. Don’t dismiss the seemingly less powerful “Camouflage” spells (the sneaky ones).
#8

-ktkenshinx-

May 28, 2009 18:40:38
-reserved 7-
#9

-ktkenshinx-

May 28, 2009 18:41:11
-reserved 8-
#10

-ktkenshinx-

May 28, 2009 18:41:44
Tyrannizing Casters
Countering Freedom of Movement
”Tyranny is always better organized than freedom” –Charles Peguy

1. The Suel Arcanamach
Unless you have a rather mean DM, you will not encounter Freedom of Movement before level 7 or 8. This build gains the tools to counter Freedom of Movement at level 9 courtesy of Dispelling Strike, a class feature of the Suel Arcanamach. 1d20 + caster level + 6 to dispel. If you take Arcane Mastery at level 12 you can take 10 on this check. You must be a human for this build to work, as you need Spellcraft as a class skill, and taking any classes that normally get it will mess up either your feats or your BAB progression. Jotunbrud at level 1 is also an amazing grapple boost (especially in tandem with Battle Jump).

The Suel Arcanamach spell list gives you access to nice spells like Mage Armor, Jump, Bull’s Strength, Bear’s Endurance, etc. just to name a few. For this build to work, you will need at least 13 Dex (for Scorpion’s Grasp). Otherwise, your order of importance for ability scores is Str, Con, Dex, Cha, Int, Wis. Using a 28 point buy system, here is a sample of a decent ability score array.
Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12.
Intelligence is not as important as you will already have the human bonus skill points.

1. Fighter 1
Battle Jump, Able Learner, Jotunbrud
2. Fighter 2
Improved Unarmed Strike
3. Fighter 2 / Barbarian 1
Combat Casting, Rage, Lion totem (pounce)
4. Fighter 3 / Barbarian 1
5. Fighter 3 / Ranger 1 / Barbarian 1
Track
6. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 1
Iron Will
7. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 2
Improved Grapple
8. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 2 / Suel Arcanamach 1
9. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 2 / Suel Arcanamach 2
Scorpion’s Grasp
10. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 3 / Suel Arcanamach 2
11. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 4 / Suel Arcanamach 2
12. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 4 / Suel Arcanamach 3
Improved Natural Weapon OR Arcane Mastery
13. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 5 / Suel Arcanamach 3
14. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 6 / Suel Arcanamach 3
15. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 7 / Suel Arcanamach 3
Mad Foam Rager
16. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 8 / Suel Arcanamach 3
17. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 9 / Suel Arcanamach 3
18. Fighter 3 / Ranger 1 / Barbarian 1 / Black Blood Cultist 10 / Suel Arcanamach 3
Multiattack
19. Fighter 4 / Ranger 1 / Barbarian 1 / Black Blood Cultist 10 / Suel Arcanamach 3
Power Attack
20. Fighter 4 / Ranger 1 / Barbarian 2 / Black Blood Cultist 10 / Suel Arcanamach 3
#11

noheat

May 28, 2009 18:53:35
Can't wait to see this completed. I'm no expert optimiser, but here's a build I had fun with until the campaign ended at 9th level.

Human
Bear Totem Barb* 1 Jotubrud, Track, Toughness replaces fast movement*UA pg 48
Bear Totem Barb* 2 Improved Grapple replaces Uncanny Dodge
Bear Totem Barb* 3 Improved Unarmed Strike, Great Fortitude replaces Trap Sense
Bear Totem Barb* 4
Bear Totem Barb* 5 +4 to grapple checks while raging replaces Imp. Uncanny Dodge
Black Blood Cultist 1 Abberation Blood (flexible limbs +2 to grapple)
Black Blood Cultist 2
Black Blood Cultist 3
Black Blood Cultist 4 Clever Wrestling
Black Blood Cultist 5
Black Blood Cultist 6
Black Blood Cultist 7 Deepspawn
Black Blood Cultist 8
Black Blood Cultist 9
Black Blood Cultist 10 Inhuman Reach
Barb 6
Barb 7
Barb 8 Earth's Embrace
Barb 9
Barb 10
#12

-ktkenshinx-

May 29, 2009 9:47:56
Clever Wrestling is unquestionably not a good feat. You are an offensive grappler, not a scared little halfling.

Added the Skip Williams grappling articles to the first post for in-depth grappling information.

-ktkenshinx-
#13

noheat

May 29, 2009 12:34:37
Ah, it helps if I read the feat. I thought it just gave me bonuses to my grapple check against larger opponents whenever I grapple and not just to escape a grapple. You are 100% correct and I will have to get rid of that feat.
#14

innabinder

May 29, 2009 14:42:34
From Exemplars of Evil, the Favored of the Fiends variant of Favored Soul has good synergy with BBC if you can obtain rage somehow.
#15

badgerx3

May 30, 2009 16:23:30
Great work, keep up the good job!
#16

bowensilverclaw1986

May 31, 2009 10:18:09
A Totemist dip might be worth looking into, seeing as there are a few soulmelds that synergize nicely with grappling, such as Girallon Arms
#17

avalon_02_13

May 31, 2009 11:05:25
How do you counteract those with Freedom of Movement?
#18

avalon_02_13

May 31, 2009 11:18:15
double post
#19

-ktkenshinx-

May 31, 2009 12:24:31
From Exemplars of Evil, the Favored of the Fiends variant of Favored Soul has good synergy with BBC if you can obtain rage somehow.

It's an interesting idea, but there are two problems that I see. First of all, the Favored Soul BAB is fairly low, and to get the class feature sets us back one point of BAB. This is ok with Monk, for instance, because we only need two levels of it. Favored Soul requires 3.
Second, the claws gained by Favored Soul are worse than those of Cultist. Yes, you get them earlier, but it makes the Cultist level seem a bit redundant.
Perhaps, however, there is something I am missing about the class feature or its synergy.

I have updated the Bloodhorror entry to reflect two things: 1) Improved Grab requires that you are larger than your opponent, 2) A higher BAB progression is needed at earlier levels.

As to Freedom of Movement, there are a few ways I have identified to deal with this spell. I will dedicate post number 9 to tactics used for countering it.

  • Runescarred Berserker: Problem here is you can't get Antimagic Field until level 9. As such, you will not be able to get Savage Grapple. This will, at least, make you a grappler capable of handling Freedom of Movement. It will not be a Black Blood Cultist proper, however.
  • Suel Arcanamach: 1d20 + 6 + caster level to dispel the Freedom of Movement? Excellent. Gives you access to useful Transmutation and Abjuration spells as well. Charisma based spells are unfortunate, but you are really only taking this class for the Strike. Consider "Arcane Mastery" from the Complete Arcana so you have a 100% chance of beating any spell cast by a caster lower than level 8. (You will take 3 levels of the class).


More updates to come.

-ktkenshinx-
#20

surreal

May 31, 2009 12:25:16
Half-Giant deserves a mention, as it also gets poweful build.

I'm not really fond of the whole "fallen monk into barbarian" schtick, but to each their own. At least mention the alignment conflict.

I always feel like I want to combine the Black Blood Cultist with the Black Blood Hunter (PGtF).

Totemist definitely derserves a mention, as noted above. That and Totem Rager are a natural fit.
#21

acereraklives

May 31, 2009 17:31:54
Some notes on races:

Reptilian races for Scaled Horror:

- Skarn are the best reptilian race for this, but it's worth noting that kobolds, lizardfolk and troglodytes also qualify for this PrC for players without MoI or Stormwrack. Kobolds are small and have -4 to strength, which sucks horribly, but with some tricks involving polymorph or alter self they can come out ahead pretty handily. More for a gish build involving dragonwrought kobolds and such though.

- Pg. 128 also has the reptilian template, which is +2 LA but grants a claw attack, some nice stats, natural armor, and the subtype. Could be good with LA buyback on a Goliath.

Aquatic races:

- Check UA for some variant aquatic races. Aquatic humans, for example, keep their bonus feat, while aquatic dwarves have +2 Con/Str and still +0 LA. None of those listed have a natural attack, however.

- While it lacks the aquatic subtype, the water orc from UA is sometimes superior to the desert orc due to its swim speed and +2 to con.

Here's a fun (but not particularly strong) build:
Troll (Scrag) 11/Barbarian 1/Black Blood Cultist 8
- uses the racial class from SavSp
- large size, troll stat modifiers, regeneration, good claws+rend.
- if you can get the LA on troll reduced, can take a level of Scaled Horror as well.

Feats:
1st: Power Attack
4th: Imp. UAS
10th: Track
12th: Cleave
15th: Multigrab
18th: Improved Multigrab
#22

-ktkenshinx-

May 31, 2009 18:36:44
I always feel like I want to combine the Black Blood Cultist with the Black Blood Hunter (PGtF).

Totemist definitely derserves a mention, as noted above. That and Totem Rager are a natural fit.

I find that the Hunter does not actually offer too much to the build. That, and the only reason to play Cultist is really for Savage Grapple, a level 8 ability. Taking levels in Hunter would limit your ability to reach this feature.

That said, there are few more flavorful or interesting class combinations than this. The only abilities really worth pursuing are Animal Aspect and Improved Hybrid form. You could even go up to level 4 and get the improved vile natural attack ability, as the level increase would also give you the +1 BAB and +1 each to Fort and Ref.

- Check UA for some variant aquatic races. Aquatic humans, for example, keep their bonus feat, while aquatic dwarves have +2 Con/Str and still +0 LA. None of those listed have a natural attack, however.

Correct me if I am wrong, but the UA aquatic variants all have a huge penalty. To quote the relevant information, "Aquatic: An aquatic race gains the aquatic subtype. An aquatic creature can breathe underwater. It cannot also breathe air unless it also has the amphibious special quality. An aquatic creature can hold its breath outside the water for 2 rounds per point of Constitution. After that, it begins to suffocate." None of these races also have the Amphibious subtype, and I have yet to find a way to acquire it without templates. As such, this appears to make for a highly impractical racial choice.

Races:
Half-Giant will definitely get added to the list. Kobolds, with -4 Strength and small size, just don't seem worth it; the amount of effort to get a polymorphing ability to make up for the physical losses is huge.
Lizardfolk and Troglodytes will also be added, although under a new section.

Apart from Reptilian, what other templates make for a strong Black Blood Cultist? Feral comes to mind immediately.

-ktkenshinx-
#23

pallatine

May 31, 2009 21:25:39
Two interesting points:
1) The abberant feats do require the "humanoid" type (as Abberant blood has that as a prereq) so that's a +2 that races like Goliath (Monstrous Humanoids) and Half-Ogre (Giants) miss out on.

2) Black Blood Cultist DOES stack with barbarian levels for rage / day.
Champions of Ruin pg 45
Feral Rage (EX): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could.
#24

lormador

Jun 01, 2009 9:41:30
This is a really cool guide! My attention is drawn at the moment to the tactical role of grappler in a party that contains an undead animator: using the undead as straight meat shields against enemies the grappler might not enjoy fighting (such as oozes, or some kind of undead coated with green slime). Same thing with summoners.

Now that I think of it, are there ways to get an ooze or ooze-like PC and enter it into BBC? Thrall of Juiblex, 5 levels of Slimelord, anything else? There are some really big oozes out there... I think it would be cool to charge and grapple things as one. And it sure would make for a fun encounter, getting a whole party Multigrabbed by a Colossal ooze BBC.
#25

innabinder

Jun 01, 2009 10:18:12
Now that I think of it, are there ways to get an ooze or ooze-like PC and enter it into BBC?

Use Awaken Ooze(Dragon #315), apply any character levels you like.
#26

atomickitkat

Jun 01, 2009 12:47:32
Instead of taking Aberration Blood again, consider Inhuman Reach. While fluff only mentions your arms, crunch says Natural Reach, which means that you can bite opponents who are 10 feet away. Take Extend Tentacles(SavS) and you can play Dhalsim against your opponents.

Small nitpick about Aberration Blood:Flexible Limbs/Deepspawn synergy. Both are listed as Racial bonuses. Less liberal GMs will limit you to whichever is better(in this case, AB:FL).

What are your thoughts on Geomancer entry(abusing Mad Faith for early entry)? Loses a decent amount of BAB(unless you use Duskblade/Hexblade for your arcane side), rather heavy Knowledge investment(even with a decent Int), but in exchange, you gain a few natural attacks. Specifically, the following are useful:
Elk speed(Dr2, more for pouncing though)
Deer Gore(Dr3, one way to gain a Gore)
Constrict(Dr3, additional mini Savage Grapple)
Rake(Dr3, you are a Lion Totem after all, right?;) )
Sting(Dr4, poison, and another hard to find Natural Attack)
Trip(Dr4, like Improved Grab, but for knocking your opponents down)
Wolverine Rage(Dr4, Only if you're looking at non-Barbarian entry. Interestingly, since BBC doesn't actually grant Rage of its own, you get free Rages whenever you take damage, presumably not limited to once per encounter, and whatever improvements to Rage a Barbarian of up to level 10 will get)
Improved Grab(Dr4, Not that great, if you took one of the earlier alternatives)

Yeah, I'm aware that if you're aiming for the Stinger, that's at least 7 levels in Geomancer, but it's probably worth it, IMO. To recap:

BAB loss: at least 3(2 from Geomancer itself, 1 from the Divine side, most likely)
Natural Attacks gained: Gore, Stinger, Rake.
Optionals: Trip like a wolf, Constrict(which opens up Rending Constriction from Savage Species, I think), Wolverine Rage, Improved Grab, Eagle Claws even when not Raging
Miscellaneous: Stage 2 provides primarily Skill bonuses(does that help Skill tricks? Not familiar with those, so sorry if they don't)

Something like Duskblade 2/Cleric 1/DB 2 Geomancer 7/BBC 8. A little fuzzy on the specifics, due to it being late and my books mostly buried in boxes.

Edit:

Two interesting points:
1) The abberant feats do require the "humanoid" type (as Abberant blood has that as a prereq) so that's a +2 that races like Goliath (Monstrous Humanoids) and Half-Ogre (Giants) miss out on.

Nitpick: It doesn't actually say "Humanoid Type"(other feats usually say stuff like "Dragon type" or "Reptilian subtype".) It just says "Humanoid". As written, it's presumably allowed for anything that fits the description of "humanoid"(head, 2 upper manipulators, 2 lower locomotors).
#27

terronus

Jun 01, 2009 13:50:36
I hope its not inappropriate to mention gear, but...

-Bearskin Armor (MiC): +2 competence to grapple checks. 7k
-Third Eye (FF): Beholder graft, shoot an antimagic cone 3/day a là beholder. Only mention this one because of FoM. 165k ouch.
-Grappling Tentacle (FF): Fiend graft, +4 str and +4 grapple checks. Awesome for grapplers!! 20k
-Weakening Arm (Libris Mortis): Undead graft, +4 str and str damage to target on touch (no save). 40k
#28

-ktkenshinx-

Jun 01, 2009 14:37:39
I
What are your thoughts on Geomancer entry(abusing Mad Faith for early entry)? Loses a decent amount of BAB(unless you use Duskblade/Hexblade for your arcane side), rather heavy Knowledge investment(even with a decent Int), but in exchange, you gain a few natural attacks.

While I will have to look into both the specific entry requirements and natural weapons gained when I have access to my books, this appears a strong option. Certainly gaining Constrict is a huge benefit, and I do believe you are correct when you claim that gives you access to the powerful Rending Constriction in Savage Species. Even the magical abilities gained by taking some arcane/divine classes would likely benefit the character overall.


Now that I think of it, are there ways to get an ooze or ooze-like PC and enter it into BBC? Thrall of Juiblex, 5 levels of Slimelord, anything else? There are some really big oozes out there... I think it would be cool to charge and grapple things as one. And it sure would make for a fun encounter, getting a whole party Multigrabbed by a Colossal ooze BBC.

Looking over Slimelord and Jubilex, I think we can do better in the polymorphing department. The class I would look at is the Mortal Hunter, which gives you Alter Self as a class ability at level 1, and Polymorph at level 5. While the prerequisites are steep (Outsider would require the Otherworldly feat, Mortalbane requires a spell-like ability, and Alertness is totally useless), the benefit is well worth it. Full BAB progression is nice, and the abilities in addition to Polymorph are strong (mortal hunting, spells, spell-like abilities, etc)

Off the top of my head, I envision something like the following
Race: Level-reduced Uldra (Ray of Frost as ability)

1. Barbarian 1
Rage, Bear totem (Improved Grab), Otherworldly
2. Barbarian 1 / Ranger 1
Track
3. Barbarian 1 / Ranger 1 / Fighter 1
Improved Unarmed Strike, Snow Tiger Berserker
4. Barbarian 1 / Ranger 1 / Fighter 2
Battle Jump
5. Barbarian 2 / Ranger 1 / Fighter 2
Uncanny Dodge
6. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 1
Mortalbane, Feral Rage
7. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 2
Improved Grapple
8. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 3
9. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 4
Multigrab
10. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 5
11. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 6
12. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 7
Alertness
13. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 8
14. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 8 / Mortal Hunter 1
15. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 8 / Mortal Hunter 2
Multiattack
16. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 8 / Mortal Hunter 3
17. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 8 / Mortal Hunter 4
18. Barbarian 2 / Ranger 1 / Fighter 2 / Cultist 8 / Mortal Hunter 5
Assume Supernatural Ability (choose a broken form and take the quality)

At level 18, you will have Polymorph and Savage Grapple. Choose the most ridiculous monsters you can think of and start the grappling madness. My only reservations I have about this build are the ability scores. Before you get Polymorph, Strength is extremely important. After you get it, not so much. For a high level campaign this does not matter, as you will already have access to Polymorph. for a lower level one, you might want to become the Mortal Hunter before the Cultist just so you can at least have Polymorphing options.
This build (Polymorphing/Wild Shape Black Blood Cultist) might be viable enough to merit its own unique section.

-ktkenshinx-

EDIT:
A number of the above sections have been edited to reflect posts made on items, races, feats, etc. The skills section will shortly be updated with the tactics of underwater grappling and mountain grappling.
#29

lormador

Jun 01, 2009 18:33:28
Trading out Uncanny Dodge for Weapon Focus (claw) would start to make that Alertness look more efficient, since it could also qualify us for a Soul Eater level.

Mortal Hunter is indeed far more efficient than either Thrall of Juiblex or Slimelord. Even with merely Alter Self and the Core monsters we have Xill form, +7 natural armor and 4 natural attacks.

Eventually I think I would greatly enjoy using an Arcane Ooze form and stealing precious 9th level spells, though I note that one could Polymorph into an animal such a tiger and qualify for an Animal Growth spell from a friendly Druid or Archivist.

Is there anything interesting that could happen with a Roper's strand attack? That long reach is just so intriguing.
#30

SwordDisciple

Jun 01, 2009 19:06:32
Nice idea on the Handbook


Changeling will get you into Warshaper at level 5.. One of my favourite builds adapted to qualify is:

Feral Changeling (LA+1)
Barbarian2/Fighter2/Warshaper3/Monk1/Frenzied Beserker1/Cultist8/X3


Get the Ordered Chaos feat that will let you be a Monk AND a Berserker.

Get a +10 to Str while Raging and in a Frenzy, +4 from Feral, +4 from Warshaper, total of +18 all the +'s to Con too - +2 from Feral, +2 from Rage, +4 from Warshaper


Another build option


Feral Half-Orc (LA+1)
Ranger1/Monk1/Fighter1/Half-Orc Paragon3/Fighter1/Eye of Gruumsh4/Cultist1/Frenzied Berserker1/Cultist7


Giving Get a +14 to Str while Raging and in a Frenzy, +4 from Feral, +2 from Race and +2 from Paragon, total of +22 Str with Con bonuses +2 from Feral, +2 From Rage and Blinding Spittle from Eye of Gruumsh; and three feats to spend on improving your grapple ability (you already get Improved Grab from Feral and Improved Grapple from Monk)
#31

pallatine

Jun 01, 2009 23:46:08
(you already get Improved Grab from Feral and Improved Grapple from Monk)

No need for Imp Grapple from Monk since BBC 2 gives it to you. So unless you need it that early..

My attempt at a build:
Half-Ogre (LA+2)
Monk 2/Lion Totem Barbarian/Fighter 2/Black Blood Cultist 8/Primeval 5/Warshaper 2

I suppose by RAW technically Primeval doesn't qualify you for Warshaper, at least not until 10th level, but it's a pretty analagous to wild shape and polymorph so it shouldn't be a hard sell.

Dire Snake nets you a poison on your bite and a constrict attack (also, it makes you huge for an additional +4 to grapples) Only downside is no more claws, but Warshaper will let you grow a pair as a move action.

Final BAB is 17. Rage + Primeval (and other primeval goodies) + Morphic Body nets you another 26 STR [14 from Primeval Shape, 4 From Rage, 4 From Warshaper, 2 from Regression, and 2 from Feral Power) (also 14 DEX and 18 CON)

Oh yea, Dire Snake also gives you Improved Grab with it's bite. Huge Bite is 2d6 dmg and claw is 1d8, both of which are better than the claws and bite from BBC, and the bite is actually better because of Morphic Weapons.
#32

SwordDisciple

Jun 02, 2009 0:03:02
Nice Build and yes Primeval does qualify

One of the requirements is: Change shape supernatural ability (aranea, hound archon, barghest, doppelganger, rakshasa, slaad).

Primeval form is an Su ability
#33

-ktkenshinx-

Jun 02, 2009 9:51:18
I checked out the Geomancer route in greater detail, coming up with the following. It uses Duskblade as its arcane qualifier so as not to lose the BAB point, as well as Precocious Apprentice for the level 2 spell. 3 levels of Cleric only results in one loss of BAB, but more than makes up for that with Enlarge Person and Bull's Strength (Strength Domain). +3 Strength as a free action (Domain special ability) is nice as well, even if it only lasts for 1 round.
The build also uses the Bear totem from Complete Champion, as Improved Grab is strictly needed for Mutligrab and Rending Constriction. You pick up pounce at level 9 from the Snow Tiger Berserker feat.

1. Duskblade 1
Precocious Apprentice, Improved Unarmed Strike, Jotunbrud
2. Duskblade 1 / Barbarian 1
Rage, Bear totem (Improved Grab)
3. Duskblade 1 / Barbarian 1 / Cleric 1
Track
4. Duskblade 1 / Barbarian 1 / Cleric 2
5. Duskblade 1 / Barbarian 1 / Cleric 3
6. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 1
Multigrab
7. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 2
Improved Grapple
8. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 3
9. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 4
Snow Tiger Berserker
10. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 5
11. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 6
12. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 7
Greater Multigrab
13. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8
14. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8 / Geomancer 1
15. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8 / Geomancer 2
Multiattack (not exactly needed)
16. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8 / Geomancer 3
17. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8 / Geomancer 4
18. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8 / Geomancer 5
Rending Constriction
19. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8 / Geomancer 6
20. Duskblade 1 / Barbarian 1 / Cleric 3 / Cultist 8 / Geomancer 7

Here is how your natural weapons/savage grapple shenanigans work out. This assumes that you have hit with a claw as your Improved Grab device and are now savage grappling the opponent. This operates on the assumption that even though you are using Savage Grapple, you still need to declare one set of your Natural Weapons as Primary, and all the others as Secondary.

Improved Grab Claw, 1d8 + Str
2 Claws (Cultist), 1d8 + Str
1 Bite (Cultist), 1d6 + 1/2 Str
1 Rend (Cultist), 2d8 + 2(Str)
1 Gore (Geomancer), 1d6 + 1/2 Str
1 Sting (Geomancer), 1d4 + 1d4 + 1/2 Str
Constrict (Geomancer), 1d3 + Str
Damage opponent option in a grapple, 1d4 + Str
Rending Constriction, 2d3 + 1.5(Str)

I am fairly sure that all works out as written. Remember on Rending Constriction that you drop your opponent after you attempt to pull them apart, so save that for the end of the round. Otherwise, all the other grappling madness will apply as normal throughout the round.

The Half-Ogre/Primeval build is a nice one. With Warshaper, that allows you to Multigrab a small army.

-ktkenshinx-
#34

phaedrusxy

Jun 02, 2009 11:28:01
Why in the world do you take fighter 3 in your Suel Arcanamach build, instead of Barbarian 2 or Ranger 2? For the +1 to Reflex and Will saves?
#35

atomickitkat

Jun 02, 2009 11:56:14
Precocious Apprentice would probably die the moment you got the second level slot from Mad Faith though. So I guess losing another 2 BAB to Wizard3 or something similar is probably the only way to go(since Duskblade needs 5 levels to hit 2nd level spells).

Back to the Aberrant Feats, I feel AB:FL, followed by Inhuman Reach and Deepspawn is the way to go, although possibly retrain/switch out AB:FL for the Webbed Hands(which incidentally, according to MM3, if you have a racial bonus to a skill, makes it a class skill). If continuing the progression(with Feats to spare, of course) through the Aberrant Feats(beyond Deepspawn), Waterspawn and Starspawn are both equally viable(depending on your available environments), giving you the options to dive while grappling, or fly then dive.

Rough build: Wiz 2/Cleric 1(+Mad Faith)/Wiz1/Geomancer 8/BBC 8. Loses 3 BAB from Wizard/Cleric levels, and an additional 2 from Geomancer.

Beyond Geomancer/BBC(heading into Epic, but on the assumption that Epic Spells don't exist), Thrall of Baphomet(DragMag) bumps up your bite/gore by one size each, if you already have both, Thayan Gladiator likewise bumps up any one natural weapon(I'd pick claws, or whatever you have the most number of attacks with).
#36

-ktkenshinx-

Jun 02, 2009 12:50:44
Why in the world do you take fighter 3 in your Suel Arcanamach build, instead of Barbarian 2 or Ranger 2? For the +1 to Reflex and Will saves?

Fighter 3 becomes Fighter 4 later on in the build for a bonus feat. Unless I am neglecting any of the Alternate Class Features for Bbn or Rgr, these classes cannot offer something of similar usefulness to the class. I would much rather have a damage boosting ability like Power Attack then the abilities offered by being Barbarian/Ranger 4. Then again, perhaps I have missed a relevant ability they can offer that is better than the feat.

Atomic: Your current build proceeds for the first five levels like so:

1. Wizard 1
2. Wizard 2
3. Wizard 2 / Cleric 1
Mad Faith
4. Wizard 3 / Cleric 1

The alternative I proposed was this:

1. Duskblade 1
Precocious Apprentice
2. Duskblade 1 / Cleric 1
3. Duskblade 1 / Cleric 2
4. Duskblade 1 / Cleric 3

Both progressions qualify you for the Geomancer, yours doing it through Mad Faith (to get the 2nd level divine earlier), mine using Precocious Apprentice (to get the 2nd level arcane earlier). Mine only loses 1 BAB point over the first 4 levels, whereas the Mad Faith route loses 3.

As to Aberrant feats, Starspawn is definitely worth it; there are better ways to gain a swim speed than blowing an Aberrant feat (one I recently found, Water Heritage in the Planar Handbook). Fly speed is another matter, and this one opens up some devilish grappling tactics. These feats are being added to the Feat section.

-ktkenshinx-

EDIT: Opening picture changed to something far more Black Blood-esque.
#37

phaedrusxy

Jun 02, 2009 12:58:35
Whoops. I missed that you eventually took Fighter 4. :embarrass Look first, then post. :P
#38

atomickitkat

Jun 02, 2009 13:22:43
Atomic: Your current build proceeds for the first five levels like so:

1. Wizard 1
2. Wizard 2
3. Wizard 2 / Cleric 1
Mad Faith
4. Wizard 3 / Cleric 1

The alternative I proposed was this:

1. Duskblade 1
Precocious Apprentice
2. Duskblade 1 / Cleric 1
3. Duskblade 1 / Cleric 2
4. Duskblade 1 / Cleric 3

Both progressions qualify you for the Geomancer, yours doing it through Mad Faith (to get the 2nd level divine earlier), mine using Precocious Apprentice (to get the 2nd level arcane earlier). Mine only loses 1 BAB point over the first 4 levels, whereas the Mad Faith route loses 3.

The main problem with the Precocious Apprentice route is the classic case of "When you gain a second level slot".

PS. Nice new pic. Reminds me of this one Hehe. In this case, Ryuji going into a blood-frenzy just before he rips out his opponent's entrails.
#39

gryfter

Jun 02, 2009 20:19:24
Why would you take levels of Fighter when you could do Psychic Warrior and pick up expansion?

What about a Half-Giant, Monk 1, Psy War, 2, Lion Barb 1, BBC8, Primeval X

That can get you something sick like 40ish str.

I'm working on a level 16 build from this right now with a +57 max grapple modifier when expanded to huge, with deepspawn, for savage grapple damage of ~95 avg every time you make a grapple check. Forget chokehold, you don't need it.

Not completely optimized, but pretty abusive already.


One more way to help with freedom of movement. Just get your primary weapons (claws) imbued with dispelling weapon. It's only +6000 gold. Kensai might work for this too (although not RAW, me thinks).
#40

gryfter

Jun 02, 2009 21:10:44
Also of note, there are class variants on Crystal Keep that give other classes rage. Only draw back is that you wouldn't be able to get a totem (except maybe in the case of the Druidic Avenger)

Raging Cleric (helpful in the geomancer build)
Druid Avenger (also gets fast movement! change out for lion/bear totem?)
Raging Monk
Lunar Rogue (replaces uncanny dodge, but doesn't progress)

Druidic Avenger sounds like a pretty strong choice if your DM allows you to chain the +10 move into a totem. Wild Shape, Rage, Totem, SPELLS, and the skill prereqs as in class skills.
#41

-ktkenshinx-

Jun 03, 2009 10:26:15
Why would you take levels of Fighter when you could do Psychic Warrior and pick up expansion?

The following is in the first post, and is implied multiple times throughout the handbook:

"Psionics, arcane, and divine magic are all more than viable options for the Black Blood Cultist. This guide recognizes this, and the considerable discussion that has already occurred on these topics. As such, while such progressions are acknowledged and respected, they will not be the focus of our discussion. Our business is with tooth and nail, not mind and magic. We shall proceed accordingly."

This is not a guide or a build that relies heavily on psionics and magic. Such an approach to grapplers has been done to death. If I had a dollar for every time someone mentioned how amazing their [insert big LA race here] Psychic Warrior/Grappler using Expansion and Grip of Iron and other powers was, I could buy a new D&D book every week.

Many DMs I know do not allow Psionics; they read the forums and realize that it takes very little creativity or skill to build or play an amazing Str based character. One might argue that this is an issue of DM preference, and as such, should not be honored in this guide. I would counter with the very build you propose:

What about a Half-Giant, Monk 1, Psy War, 2, Lion Barb 1, BBC8, Primeval X

The only difference between this build and those I propose is two levels of Psychic Warrior. Anyone can just add in these levels and make an uber grappler/unarmed striker/melee monster/etc. It has been done all the time and will continue to be done all the time. My goal, however, is not to write something that has already been written multiple times.This is a take on Grapplers that is adoptable in ANY campaign.

Do I acknowledge that Psionics/Arcane magic/Divine magic are supremely useful for grapplers? Yes, absolutely; Psychic Warrior itself is highlighted in blue in the class section. Will I automatically slap on two levels of Psychic Warrior to every one of the builds here? No, but others are more than welcome to do so. I apologize if this comes off as brusque. I merely want to make clear that the purpose of this guide is not to talk about character ideas that everyone already knows.

One more way to help with freedom of movement. Just get your primary weapons (claws) imbued with dispelling weapon. It's only +6000 gold. Kensai might work for this too (although not RAW, me thinks).

Massive alignment disaster here. I can only imagine the DMs look of shock when you announce you are starting as a lawful monk, converting to a chaotic barbarian and cultist, and then switching back to a lawful kensai.

That said, rules-wise, this is totally fine. Kensai can choose the "Imbuing Natural Weapons" option, so long as he pays for "all of the Kensai's natural weapons of one type". Two claws would thus be 120% of the XP cost. Looking at the DMG chart for magic weapons, a 6,000 gold enhancement is roughly equivalent to a +2 bonus, so you would have to be a level 2 Kensai at minimum to gain this ability. You would also get Power Surge for the +8 Str bonus.

If you can get around the egregious alignment problem, then this is a fine option.

-ktkenshinx-
#42

gryfter

Jun 03, 2009 14:27:33
No need to get all testicly, I was just asking.

Also, there is a Chaos Monk variant that makes the first alignment shift null. Not RAW, but I've also convinced a DM that kensai can be lawful TO creating chaos, thus a chaotic alignment could work. It was basically a "Down with the man" Robin Hood-type chaotic Kensai.


What do you think about the Druidic Avenger approach? Any build ideas? It seems wild shape would be a great way to get lots of natural attacks, boost your AC, and increase size. Dragon Wild shape feat perhaps?

You wouldn't end up with a TON of spells, but you wouldn't need to, me thinks, just a few buff and utility spells could go a long way.

I'll think about a build soon.
#43

croxley_dup

Jun 22, 2009 17:15:03
Just to update ktkenshinx, Ordered Chaos from Hordes of the Abyss allows you to qualify for both Lawful and Chaotic

Love the idea's here

:D
#44

wings_of_peace

Jun 24, 2009 4:43:40
I just want to be sure I'm reading this right (Yeah I'm real late to the party on this one) With lion totem barbarian you gain pounce. So would that mean with lion totem barbarian you could charge->grapple->Power Attack->Win? I read the earlier posts but am a little foggy on it.
#45

-ktkenshinx-

Jun 24, 2009 9:04:34
Thanks for the feat tip Croxley. Definitely helpful in legitimizing some of the builds.

Wings: Yes that does work, although a bit of finangling over exactly how it works. I have bolded relevant parts of the feat below.
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls."

In the first place, in order to use Power Attack, you would need to do it as Power Attack-->charge-->grapple-->win. No matter what build you are using, you need to start your grapple with either an unarmed attack or a natural weapon attack. As such, if you subtract too much from the initial Power Attack, you are not going to hit.
Once you have latched on, however, the ownage does indeed begin. Pounce states that you can "make a full-attack action" at the end of a charge. If you would be allowed iterative attacks by virtue of a high BAB, you get to use those attacks to make grapple checks. Power Attack will pump up the damage on each melee damage roll (including those made in a grapple), while your penalty will NOT apply to grapple checks (these are not attack rolls).
This is especially nasty with Savage Grapple.

All: Working on something a bit more, shall we say, complete not only for the Cultist, but for grapplers in general. This will come out soon. While this is in the works, I will not update this thread, although ideas stated here will get incorporated in this next work.

-ktkenshinx-
#46

urpriest

Jul 08, 2010 17:55:08
My copy of Stormwrack doesn't list Darfellans as aquatic. Am I missing something?
#47

snakeman830

Sep 20, 2010 17:05:24
Half Dragon template needs to be mentioned.  It gives a great Str boost, a decent Con boost, claw and bite attacks 24/7, but more importantly than all of this is the Dragon Type.  Rapidstrike and Improved Rapidstrike?  I'll take four more claw hits and two more rends with a side of fries please.  Using just these and a bite attack, I've pumped out over 200 damage a round from grappling.