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4 years ago  ::  May 28, 2009 - 4:36PM #1
-ktkenshinx-
Date Joined: May 22, 2009
Posts: 143
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



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.


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4 years ago  ::  May 28, 2009 - 4:37PM #2
-ktkenshinx-
Date Joined: May 22, 2009
Posts: 143
Bloody Business
The Class Itself
”The mere athlete becomes too much a savage” –Plato

Requirements
Spoiler: Show
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.


Class Features

Feral Rage (Ex): Level 1 (Claws), Level 3 (Bite), Level 6 (Rend)
The core of your power. Remember, your claws are the primary weapons and your bite the secondary, so modify attack rolls and damage accordingly. Get used to the rules for grappling, especially the difference between the “Attack your opponent” option and the “Damage your opponent” option. The first uses your attack roll at an additional -4 penalty, but you can attack with all your natural weapons that round. The second uses your massive grapple check, but only deals damage based off of your size and strength. Yet, it is based off of BAB, and thus allows additional uses as a normal attack action would work.
Sometimes, you will attack with all your natural weapons while grappling. Other times, you will use the damage opponent option, abusing Savage Grapple and Improved Grab, both of which deal natural weapon damage on SUCCESSFUL GRAPPLE CHECKS.
Regarding your claws and bite, although it does not say so, it is safe to assume that your claws and bite are size based. As such, when you increase in size, increase your damage values accordingly.
As to Rend, if you hit with both of your claw attacks, you automatically deal additional damage. This damage is equal to 2d6 + 2xStr Mod (2d6 can increase depending on size and feats). When you successfully savage grapple a target, you get to damage them with all of your natural weapons AND the rend attack.
Also, your Cultist levels stack with your Barbarian levels in determining your rage use per day, and the bonuses of your rage. This is a subtle but critical benefit of the feature (thanks Pallatine).

Damage Reduction (Ex): Level 1 (1/Silver), Level 4 (3/Silver), Level 9 (5/Silver)
Better progression than a Barbarian’s ability, and bundled in with substantially better class features. Extremely useful in a grapple, as you will already have your AC severely impaired.

Improved Grapple: Level 2
Don’t even consider taking this feat until level 2. You have a ton of bonus feats to spend elsewhere. Powergaming and optimization aside, if you find yourself combat ineffective early on without this ability, then there is a case to be made for taking it. Optimally, you will wait, but if standard monk abilities aren’t cutting it for you, consider picking this up early (to my disapproval).

Scent (Ex): Level 4
Never get ambushed again! Combat applications aside, if ever you find yourself using Track, do not forget the synergy these two abilities have together.

Stranglehold: Level 5
You will be taking a feat called Choke Hold (yes, it is from Oriental Adventures) that forces a pinned character to make saves after 1 round of being pinned or fall unconscious. This is on top of all the savaging and improved-grabbing you are doing. If they fail this, which they probably will, a move action neck snap is delicious (most literally), especially if you are in the thick of melee and ready to engage a new victim.

Improved Natural Attack: Level 7
Most classes actually have to take this as a feat. You get it as a class feature that has absolutely no reference to the feat. As such, there is a strong case to be made that this is a feature inherent to the class, still allowing you to take the feat on top of this ability. Even if your DM does not allow this, it is safe to say that this is treated as the feat of the same name. As such, in either way, it will be benefitted by larger size.

Savage Grapple: Level 8
This is the reason you played this class. EVERY TIME you make a successful grapple check, you deal the damage of ALL your natural weapons. This stacks with Improved Grab. This is benefitted by more natural weapons. Once you get this ability, you will never attack with your natural weapons again. All other options are still ok, as all of them will trigger the savaging. When you want to just damage someone, make sure to use the “damage opponent” option to add an additional 1d3 or 1d4 + strength damage to all your grapple checks.

Feral Form: Level 10
If ever you found yourself without Rage but wanting to tear something to shreds, then you will like this class ability. Otherwise, the pinnacle of the PrC is still at level 8.
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4 years ago  ::  May 28, 2009 - 4:37PM #3
-ktkenshinx-
Date Joined: May 22, 2009
Posts: 143
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
Spoiler: Show
[LIST=1]
  • 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.


  • Races
    Bigger can actually be better. Level adjustment be damned, a large character with a higher strength bonus is simply a stronger grappler than his smaller companions. That said, level adjustment is not for everyone (players and DM’s alike), and there are plenty of LA+0 races that perfectly fit the Cultist. In general, here are the guidelines for your Black Blood.
    a. Medium or Large. Never Small.
    b. +X Strength is good.
    c. +X Jump, Climb, or Tumble bonuses are useful.
    d. Only Humanoid characters can qualify for Aberrant Blood and Deepspawn.

    Player’s Handbook Races
    Spoiler: Show
    Player’s Handbook
    • [b]Human[/b]: Extra skill points are good. An extra feat is better. Humans are particularly useful to eliminate that useless Track requirement.
    • [b]Half-Orc[/b]: +2 Str, -2 Int, -2 Cha. Strength is tremendous, and charisma is useless. The intelligence loss is unfortunate, but it is not without a boon.
    • [b]Dwarf[/b]: +2 Con, -2 Cha. Stability can be nice in a grapple, especially against larger, meaner opponents (if anything can be said to be meaner than you). Ability score modifications are not amazing, but they are definitely worth consideration.
    • [b]Elf[/b]: +2 Dex, -2 Con. Bad.
    • [b]Half-Elf[/b]: Worse.
    • [b]Gnome[/b]: +2 Con, -2 Str. Small. Worst.
    • [b]Halfling[/b]: +2 Dex, -2 Str. Small. I take that last comment back…


    Noteworthy Unearthed Arcana Variants
    Spoiler: Show
      [b]Jungle Half-Orc[/b]: +2 Str, -2 Int, -2 Cha. Trade darkvision for low-light vision and a +2 racial bonus to jump and climb. For our purposes, this is fully worth it.
    • [b]Earth Dwarf[/b]: +2 Str, +2 Con, -2 Dex, -2 Cha. Keeping stability and darkvision, and coupled with excellent ability scores, this is a fine racial option.
    • [b]Arctic Dwarf[/b]: +2 Str, +2 Con, -4 Dex, -2 Cha. See above, but if you are in a colder world, this is the choice for you (although the -4 Dex can be steep in the Tumbling tricks).
    • [b]Desert Orc[/b]: +4 Str, -2 Int, -2 Wis, -2 Cha. The real perk here is Endurance, which some builds use to fulfill some requirements. -2 Int and Wis is rough, but you will not regret the +4 Str anytime soon. Still, more of a conditional option than the other racial options.


    Non-Level Adjusted Races
    Spoiler: Show
      [b]Darfellan[/b]: (Storm) +2 Str, -2 Dex. Humanoid (Aquatic). Medium. 20 ft. +8 Swim, racial speed. Bite attack (1d6). Barbarian. Absolutely unbelievable. Excellent ability score modification. Early on, Bite attack gives you an extra natural option until you can get your Cultist one. Darfellan really shines in getting us one level of the Scaled Horror (SaSp 83), knocking off two of the hardest prerequisites in a second. This will snag us the Improved Grab ability early on, and allow our Barbarian alternate class feature to be Pounce instead.
    • Dragonborn: (RoDr)+2 Con, -2 Dex, -Humanoid (Dragonblood). Medium. 30 ft. low-light vision. Breath Weapon or Flight. Flight is definitely the way to go here, although Breath weapon (especially fire) can be useful depending on the campaign setting. Consider the Dragonborn as a Raptoran, except that he gets ability score adjustments, and can’t fully fly until a little later.
    • [b]Dwarf, Lesser Gray[/b]: (PGF) +2 Con, -4 Cha. Medium. 20 ft. Darkvision. Enlarge Person 1/day. Fighter. Your average dwarf but with the size bursting, grapple-loving Enlarge Person. +5 to grapple checks is excellent for the mundane grappler, a bonus normally reserved for magic and psionic characters only.
    • Genasi, Lesser Earth: (PGF) +2 St, +2 Con, -2 Wis, -2 Cha. Humanoid (Planetouched). Medium. 30 ft. Pass without trace. Fighter. Good ability scores for a grappler and a useful Spell-Like ability, if employed in certain situations.
    • Neanderthal: (Frost) +2 Str, +2 Con, -2 Dex, -2 Int. Humanoid (Human). Medium. 30 ft. Illiteracy. +2 Spot, Listen, Survival. Slightly different style of play than the Genasi, as you trade a tick of Wisdom (Monk abilities) for a skill point. The Dex loss is not noticeable, and you may find that the racial skill bonuses make you more useful as a scout than the ordinary grappler (and a grappler that leads the charge can be a fearsome one indeed, catching opponents off guard before they can buff).
    • Mongrelfolk: (RoD) +4 Con, -2 Int, -4 Cha. Humanoid (Human). Medium. 30 ft. Low-light. +1 Jump, Climb. Rogue. Not the best and not the worst. There is a school of thought that says grapplers benefit more from 1 or 2 additional points of Constitution as much as 1 or 2 additional points of strength. If you know your DM likes to punish grapplers or mundane characters, the extra HP and fortitude save might be important.
    • [b]Raptoran[/b]: (RotW) Humanoid. Medium. 30 ft. Low-Light. +10 Jump, +2 Climb. Flight. Cleric. No stat bonus, but the massive Jump bonus is valuable at early levels before you get flight. Besides, once you get the wings working properly, all sorts of tricks open up. You can drop down to initiate charges on unsuspecting wizards in the rear lines. You can engage a greater variety of opponents. Most importantly, you can grab your opponents (so long as they aren’t too big) and drop them from the sky.
    • [b]Skarn[/b]: (MoI) +2 Str, -2 Dex. Humanoid (Reptilian) Medium. 30 ft. Natural weapon (1d6). +2 Climb. An exceptional race. The ability scores and natural weapons alone make this a race worth considering. The Reptilian subtype is the real kicker, as this is a prerequisite for the Scaled Horror (our way of attaining Improved Grab). As Skarn’s do not take a hit to intelligence, you will have tons of extra skill points to spend on meeting the Horror prerequisites and getting the powerful Grab ability.
    • [b]Shifter[/b]: +2 Dex, -2 Int, -2 Cha. Humanoid (Shapechanger). 30 ft. low-light vision. +2 Climb, Jump, Balance. Shifting. Ranger. While the bonus to Dex and the penalty to Int leave much to be desired, shifting is amazing. At early levels, it is useful in and outside of combat. Later on, Gorebrute can be of tremendous use on your Pouncing, Improved Grab, Savage Grapple attack.
    • [b]Warforged[/b]: (RoE) +2 Con, -2 Wis, -2 Cha. Living Construct. 30 ft. Medium. Composite Plating. Natural slam (1d4). A fairly decent race to consider, although you will need to explain how this thing is growing claws and teeth. That said, an additional natural attack is nice for the purposes of savage grapple, and an inherent AC bonus that works even while grappling is lovely.


    Level Adjusted Races
    Spoiler: Show
      [b]Goliath[/b]: (RoS) +4 Str, +2 Con, -2 Dex. Monstrous Humanoid. Medium. 30 ft. Powerful build. Standing jumper. Barbarian. Hands down the best level adjusted race for the Black Blood. Between powerful build and the +4 strength, you already have a +6 bonus to grapple without even lifting a finger. Moreover, powerful build is essentially unique to the Goliath, and you are not going to get it anywhere else. Constitution naturally helps, as does the ability to make standing jumps as if you were running.
    • Sharakim: (RoD) +2 Str, +2 Int, -2 Dex, -2 Cha. Humanoid (Human). Medium. 30 ft. Darkvision. +1 AC. Light-Sensitive. If you can get around the light sensitivity, this is not a bad race at all. Intelligence bonus for a change? Extra skill points are always nice, and the natural AC boost is quite useful in a grapple.
    • Dwarf, Frost: (PH) +4 Con, -4 Cha. Medium. 20 ft. Darkvision 120. Light sensitivity. Obscuring mist 1/day. Cold Resistance 10. Not bad at all. Extra HP is always useful, as is extended Darkvision. Obscuring Mist opens up a ton of tactical options against unwary casters and ranged attackers.
    • [b]Half-Giant[/b]: (EPH) +2 Str, -2 Dex, +2 Con, Giant. Medium. Low-light vision. Powerful Build. Naturally psionic. Stomp 1/day. Slightly worse than the Goliath just by virtue of its stats, but the additional power points can be extremely useful at early levels, especially if you are taking a few levels of psychic warrior.
    • [b]Half-Ogre[/b]: (RoD) +6 Str, -2 Dex, +2 Con, -2 Int, -2 Cha. Large (!!) Darkvision. +4 AC. Okay, so it has a +2 Level Adjustment. It really is worth it for a whopping +7 to grapple checks, +3 to damage, and +4 to AC. Unlike a Goliath, who only thinks he’s large, a Half-Ogre is actually large.
      .
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    4 years ago  ::  May 28, 2009 - 4:38PM #4
    -ktkenshinx-
    Date Joined: May 22, 2009
    Posts: 143
    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
    Spoiler: Show
      [b]Monk[/b]: The best way to start. Grants you Improved Unarmed Strike for free, in addition to two other bonus feats, Flurry of Blows, and Evasion (or its substitute, Invisible Fist from EoE). Wisdom to AC bonus is lovely, as is the access to some strong skills and high skill points. This will necessitate an alignment shift in the future, so it is best to get Monk at level 1 and roleplay out the shift from there.
      You WILL be taking alternate class features if you play as a monk. Unearthed Arcana states “A monk can abandon her fighting style by selecting a different bonus feat at 2nd or 6th level; however, if she does so, she loses the bonus on skill checks gained at 1st level and never gains the bonus ability of the fighting style (even if she meets the prerequisites).” Considering you will never hit anything higher than level 2 with the Monk, select your level 1 bonus feat from a style, and then just take any other one at level 2 as your bonus. Remember, Monk specifies for Bonus Feats “A monk need not have any of the prerequisites normally required for these feats to select them.” Use this to your advantage. Below is an analysis of the different styles in UA and which are worthwhile for your character.

    [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]
      Barbarian: As might be expected, for a class with rage as a prerequisite, a barbarian is a good starting point. There are a number of alternate class features worth considering, but the most important is first discussed below. Under no circumstances will you take Fast Movement over either of these features from the Complete Champion: Improved Grab or Pounce.

    [indent] [indent]
      Bear Totem, Improved Grab: This is not colored red for its ability. After you hit with your claw, you get to initiate the grapple as a free action. In subsequent rounds, every successful grapple check will deal that claw’s damage to your victim. This stacks with savage grapple for some serious pain. So why is it colored red? You can also get this ability through the Scaled Horror PrC, and Scorpion’s Grasp in Sandstorm. Pounce, on the other hand, is unique to the Lion Totem.
    • 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]
      Fighter: Although the full BAB progression is nice, you will find that most of the fighter bonus feats simply aren’t as useful to a grappler. That said, feats such as Improved Initiative, Improved Critical, and Weapon Focus are not wholly terrible. If your DM allows it, Martial Maneuver and Martial Stance can provide you with some nasty moves from Tome of Battle. Even with blade magic, this is not the best class to enter a Black Blood from.
    • 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]
      Druid: Slightly worse than a Cleric if for nothing else than its reduced buffing potential. An animal companion, however, can be useful in many situations, and the level 1 spells available to you offer a bit more range than just pumping yourself up.
    • 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.

    Potential Core Builds
    Spoiler: Show
    With this information in mind, here are some suggested starting progressions. As the intent of this Handbook is to focus mostly on the skilled, nonmagical grappler, only a few of these builds will be discussed at any length past this.

    The Fallen Monk
    Race: Darfellan or Skarn
    1. Monk 1
    Improved Unarmed Strike, Flurry of Blows, Stunning Fist, BONUS FEAT
    2. Monk 2
    Improved Trip, Invisible Fist
    3. Monk 2 / Barbarian 1
    Rage, Lion totem
    4. Monk 2 / Barbarian 1 / Fighter 1
    FIGHTER BONUS FEAT

    Malar’s Chosen
    Race: Jungle Half-Orc,
    1. Barbarian 1
    Rage, Lion totem, BONUS FEAT
    2. Barbarian 2
    Half-Orc substitution level
    3. Barbarian 2 / Fighter 1
    BONUS FEAT, FIGHTER BONUS FEAT
    4. Barbarian 2 / Fighter 2
    FIGHTER BONUS FEAT

    Feral Goliath
    Race: Goliath
    1. Monk 1
    Improved Unarmed Strike, Stunning Fist, BONUS FEAT
    2. Monk 1 / Barbarian 1
    Rage, Lion totem
    3. Monk 1 / Barbarian 1 / Fighter 1
    FIGHTER BONUS FEAT, BONUS FEAT

    Black Blood Divine
    Race: Human
    1. Cleric 1
    Strength domain, BONUS FEAT, HUMAN BONUS FEAT
    2. Cleric 2
    3. Cleric 3
    BONUS FEAT
    4. Cleric 3 / Barbarian 1
    Rage, Lion totem

    Black Blood Arcanist
    Race: Sharakim
    1. Monk 1
    Improved Unarmed Strike, Flurry of Blows, Stunning Fist, BONUS FEAT
    2. Monk 2
    Improved Trip, Invisible Fist
    3. Monk 2 / Wizard 1
    UA battle wizard variant, Transmutation specialist, BONUS FEAT, FIGHTER BONUS FEAT
    4. Monk 2 / Wizard 1 / Barbarian 1
    Rage, Lion totem.

    These represent but a few “core build” possibilities for the Black Blood Cultist.

    Non-Core Base Classes
    Spoiler: Show
    All in all, most of the non-core base classes are horrible options for a Cultist to take. Most classes would be good if they did not synergize so poorly with grapple (Duskblade/Hexblade), or focus on ability scores that the Cultist just doesn’t emphasize (Ninja). Like with most things, however, exceptions exist.
    • Psychic Warrior: If your DM allows psionics in their world, you will be taking at the very least two levels of this class. Unlike with a Cleric, a Druid, a Wizard, or a Sorcerer, this class was actually made for you. Make sure you have at least a 14 Wisdom to benefit from additional power points as you gain levels in this class. The 2 bonus feats from the fighter list are extremely valuable to your character. That they are gained simultaneously with your powers is just beautiful.
      Pick up Grip of Iron and Expansion at levels 1 and 2. You do not need any more levels than that (especially as you have no 3rd level bonus feat), but if you choose to gain some, look to the Burst or Metaphysical Claw powers.
    • Dragon Shaman: (PHB2 11) Interesting from both a flavor and ability perspective. While a Wizard or Cleric can buff themselves if given enough time, time is not always a luxury afforded to the adventurer. Draconic Auras can go into effect immediately, but they are substantially less powerful. Of course, auras are not the only reason to play a Shaman. The level 3 Draconic Adaptation is there for one reason and one reason only: Spider Climb at will. This makes you choose the Copper Dragon totem, and allows you to take Skill Focus (Jump/Climb) at level 2. Quite a nice deal. Below is an analysis of the various auras. Power and Toughness are must haves, but you will still have two more auras to choose from.

    [indent][indent] Power: At high levels, you will have at least 15 damage rolls per turn. A free and painless +15 damage is quite nice. Even at low levels, the damage boost adds up over longer engagements.
    Toughness: Between this and the DR gained from the Cultist special ability, you will be taking noticeably less damage every round.
    Senses: Keep this active at all times to prevent ambushes, and if you get into combat hastily, to give yourself an edge.
    Energy Shield: Excellent in a grapple. Tougher opponents have a nasty tendency to fight back, and this gives an extra 8+ damage per round. At later levels, Power will be more useful, but early on, this can help whittle your opponent down.
    Vigor: Based off of your combat role, Toughness is definitely the superior choice. Still, if you find yourself with lots of downtime in between engagements but not enough time to rest, Vigor beats all other healing magic in patching yourself up.
    Presence: You are a man of actions. Not words.
    Resistance: Considering that if you take this class, you will be a Copper Dragon Shaman, this resistance (acid) is quite terrible. [/indent][/indent]

    [indent]If you choose to play a Dragon Shaman, you will probably be entering into the Cultist class a level later. It is worth it, however, especially with the absurd at will Spider Climb ability, a feature that opens up many grappling and ambushing options later. Here is a sample progression using the class:[/indent]

    Savage Dragon Shaman
    Race: Human (Bonus feat and skill points needed)
    1. Dragon Shaman 1
    Auras (Power, Toughness, Vigor), BONUS FEAT, HUMAN BONUS FEAT
    2. Dragon Shaman 2
    Skill Focus (Jump)
    3. Dragon Shaman 3
    Aura (Energy Shield), BONUS FEAT
    4. Dragon Shaman 3 / Monk 1
    Improved Unarmed Strike, BONUS MONK FEAT
    5. Dragon Shaman 3 / Monk 1 / Barbarian 1
    Rage, Lion totem

    Prestige Classes
    Spoiler: Show
    There are a number of PrC that could/should be dipped into before advancing through the Cultist progression proper. While many PrC technically synergize well with the Cultist, only a few are worthy of any special mention. Some of these are discussed at greater length in the builds in subsequent sections.

      Fist of the Forest: (CCh 80). Min lvl. 5-6
      Fulfilling Requirements: Gain Power Attack as a Monk martial arts feat from UA. Gain Great Fortitude as a level 3 bonus feat. Assign skill points accordingly.
      Bonuses: Huge. Con bonus to AC bonus is ridiculous, promising at the very least a +2 bonus, with numbers as high as +5 quite viable. Fast movement gives you the vaunted +4 to jump and increases your general tactical options. Feral Trance is something you won’t be able to fully benefit from, given that you will be denied your Dex bonus while grappling, but the +2 damage to all your unarmed strikes is quite useful. Additionally, your bite in this form is strictly better than your Cultist equivalent. Consider using your unarmed strikes as primary weapons and your natural weapons as secondary weapons to deal maximum damage. While this won’t synergize especially well with Savage Grapple, the AC bonus, fast movement, and damage increase is wonderful. BAB gain and nice saves don’t hurt either.
      Advancement: You only need 1 level in this class to gain the best of its abilities.

    • Primeval: (Frost 65). Min lvl. 8-10
      Fulfilling Requirements: Monk bonus feats will get you BOTH Toughness and Endurance. Alternately, you could take the Desert Orc race which gets Endurance as a bonus feat for free. Either way, you will then take Self-Sufficiency as a lvl 1, 3, or 6 feat. Skill points are annoying, but overall easy to accomplish.
      Bonuses: You have two transformation options here. Dire Lion, which gives you an additional 2 rake attacks, +14 Str, +4 Dex, and +6 Con, and an innate pounce and improved grab ability. Dire Ape, on the other hand, only gives +12 Str, +4 Dex, and +4 Con, but gains an invaluable Climb bonus. It is also “man-like” in nature, and therefore can more realistically use the many skill tricks and feats you undoubtedly have accumulated. There is an argument to be made for both a Dire Ape and a Dire Lion form, and ultimately it is a decision best left to the player. I prefer the Dire Ape, as later game D&D; combat is not all about just tearing things apart, and the Dire Ape has far more options available to it than does the Dire Lion.
      Advancement: Only 1 level is needed, but once Cultist has been maxed, you could increase your Primeval level to 3 to benefit from the substantial stat gains.

    • Scaled Horror: (SaSp 83). Min lvl. 6
      Fulfilling Requirements: Darfellan or Skarn. If you are a Darfellan, you automatically qualify for Aquatic and for the swim speed. If you are a Skarn, you still need the 5 ranks in all the skills, but otherwise you are in good shape.
      Bonuses: Improved Grab. That’s really all you want here, but it’s absurdly important. You also get to cast from the Ranger spell pool, although you will only have 1 spell per day (assuming your Wisdom qualifies you for it). This class is not required to get Improved Grab; you can take it as a Bear Totem barbarian and then obtain pounce through the Snow Tiger Berserker feat on UE 46. For Darfellan and Skarn, however, this is a powerful option.
      Advancement : What level do you get Improved Grab at? Stop there.

    • Warshaper: (CW 90). Min lvl. 5
      Fulfilling Requirements: Shifters only. Alternately, you can enter this class after taking a level in Primeval. Otherwise you are out of luck.
      Bonuses: Savage grapple lets you deal damage with all of your natural attacks. Morphic Weapons lets you grow additional natural attacks. See where this is going? Under optimal circumstances, you can have a menagerie of tentacles, teeth, tails, and talons flailing away at the opponent for absolutely unreasonable damage.
      Advancement: You only need Level 1, but both 2 and 3 offer interesting and useful abilities.


    Additional class options:
      If you know how to use wield your Incarnum well, then Totemist and Totem Rager are powerful classes worthy of consideration. Soulmelds and savage grapple can be a nasty combination, if properly used.
    • Bear Warrior: Take Power Attack as a monk feat early on and enjoy the painless +8 Str, +2 Dex, and +4 Con dip. Only a humorless DM would rule that your Cultist abilities not work in bear form. It may take some convincing that your black bear claws are improved in line with your cultist claws, but if you can persuade your DM of this, more power to you and this is a fine class.
    • Tome of Battle: There are a ton of stances and maneuvers that benefit the Black Blood Cultist in this book. If you can get approval, look into them, especially those related to Tiger Claw.
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    4 years ago  ::  May 28, 2009 - 4:39PM #5
    -ktkenshinx-
    Date Joined: May 22, 2009
    Posts: 143
    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
    Spoiler: 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.


    Crocodile Style: Underwater Grappling
    Spoiler: Show
    When you attempt to conduct combat underwater, there are a number of important factors that go into your rolls. The list below summarizes those factors. Basically, you start at the top of the list and see if the condition applies to you. If it does, stop there and see how you are affected by the water. If it does not, keep going until you hit the dreaded "None of the Above" category.
      Freedom of Movement: No penalty to attack rolls and damage with any weapon type. No penalty to movement. Not off balance.
    • Swim Speed: -2 to attack rolls, 50% damage penalty. No penalty for Tail natural weapon. No penalty to movement. Not off balance.
    • Successful Swim Check: -2 to attack rolls, 50% damage penalty. Same penalty for Tail natural weapon. As a standard action, character can move 1/4 movement speed, or as a full round action, 1/2 movement speed. Not off balance.
    • Firm Footing: Requires something to weigh you down. -2 to attack rolls, 50% damage penalty. Same penalty for Tail natural weapon. Character can walk on bottom at half speed. Not off balance.
    • None of the Above: -2 to attack rolls, 50% damage penalty. Same penalty for Tail natural weapons. Need a successful swim check to move. Off Balance (No Dex bonus to AC, enemies get +2 to attack person).

    We can see this is a conditional tactic that you need to pick wisely. Dragging the Wizard into the water may be a less effective option than bringing the greatsword swinging Barbarian; the caster is equally imperiled on water and land, while the barbarian is hit hard by the unique threats of the water. In general, here are the reasons you would bring a creature into the depths.
    1. Enemy relies heavily on melee weapons: Penalty to attack rolls and huge penalty to damage.
    2. Enemy relies heavily on ranged weapons: -2 to attack and half damage. Like a free ubercharged Ray of Enfeeblement.
    3. Enemy is fire-based or uses fire-based abilities: Spellcraft check DC 20 + spell level or the spell fails. If they are actually a fire creature, they are obviously in a lot of trouble.
    4. Enemy is extremely mobile on land: Spring Attack, Dodge, Mobility, Sudden Strike; have fun trying underwater while grappled.
    5. Spellcasters: They will likely have -2 to all grapple rolls and certainly are not going to have the Con or Str to stay down forever. Sadly, they can still cast spells as if they were on land, but you will have a better chance of pinning them underwater.
    6. Invisible Creatures: 50% concealment decreases to 20% concealment.
    With that on the one hand, let us consider some opponents that you would not want to bring underwater with you.
    1. Anyone with Freedom of Movement: There are a number of ways to stop this spell. Bringing the caster underwater is not one of them.
    2. Enemies with a swim speed: Gives them a slight advantage in moving around, and prevents them from ever being "Off Balance", a state that gives you +2 to attack rolls against them.
    same as on land
    3. Enemies who use melee piercing weapons: On land, your damage output should beat most enemies. Underwater, it will be halved. Enemies with punching daggers, picks, rapiers, etc. will be able to get full damage underwater, giving them a possible damage output advantage over you. Especially problematic with light weapons in a grapple.
    With all this now in mind, assume you find a target that is good for Crocodile Style. Here is how the tactic proceeds.
    1. Make a grapple check to pin your opponent.
    2. Move your pinned opponent into the water.
    3. Opponent automatically fails the swim check, as they cannot move (Pinning prevents this). Assuming they don't also have a swim speed and you do not let them gain firm footing, they are now off balance too. You will get +2 to all attack rolls against them and they will get -2 to grapple rolls made against you.
    4. Drowning. Opponent will drown in a number of rounds equal to their constitution score divided by two (as you are in combat), plus however long it takes them to fail the fortitude save. Most battles will be over before this matters (WITH EXCEPTIONS).
    5. Stunned or Paralyzed: If you can stun or paralyze the target before he goes under, he will automatically enter the Fortitude save phase of drowning. Stunning Fist and Freezing the Lifeblood accomplish this nicely.


    With the creativity out of the way, let us proceed to page 83 of the Complete Scoundrel for the official business.

    • Skill Trick: Leaping Climb
      As long as a wall is nearby, this more or less enables a Battle Jump. Simply roll a vertical jump check, see how high you get, and then make a move action to climb 1/4 of your movement (or further if you accept a penalty). This should put you well over 11 feet, 5 feet above most medium characters.
    • Skill Trick: Twisted Charge
      One 90 degree turn. No direction specified. Charge at your opponent and then conduct a vertical leap. As long as you don’t exceed your normal charge move, you have that many more feet to rise vertically. This allows you to Battle Jump on most any medium character in any situation, not only if you have a wall to move up.
      Skill Trick: Acrobatic Backstab
      Can be useful to flank a particularly agile character and get in the one claw/Improved Grab you need to start the savaging madness.
    • Skill Trick: Speedy Ascent
      Combined with Leaping Climb, allows you to easily get above most large creatures as well.
    • Skill Trick: Walk the Walls
      Run up the wall and then simply drop down on your opponent for the Battle Jump.
    • Skill Trick: Extreme Leap
      Mobility is key. At higher levels and with higher ranks, this allows you to literally vault over guards, summoned monsters, and obstacles alike to reach the vulnerable guys in the back. That said, while it is handy inside and outside battle, it does not actually provide any unique options.
    • Skill Trick: Wall Jumper
      Surprisingly useless. While there are possibly some applications for this in select situations, for the most part, it does not offer you any tricks that another skill trick cannot do.


    MORE TO COME:
    -Grappling while swimming
    -Grappling on the mountain face
    -Midair grappling
    -Tight rope grappling

    Items

    Armor
      Bearskin Armor: (MiC) +2 competence to grapple checks. 7,000 gold

    Weapons
      Scorpion Claws: (SS) Exotic weapon. +4 to grapple checks (can be used without proficiency to still gain the +4 grapple bonus).

    Grafts
    • Third Eye: (FF) Beholder graft, shoot an antimagic cone 3/day as a beholder (Useful for countering Freedom of Movement). 165,000 gold.
    • Grappling Tentacle: (FF) Fiend graft, +4 str and +4 grapple checks. 20,000 gold
    • Weakening Arm (LM) Undead graft, +4 str and str damage to target on touch (no save). 40,000 gold
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    4 years ago  ::  May 28, 2009 - 4:39PM #6
    -ktkenshinx-
    Date Joined: May 22, 2009
    Posts: 143
    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).

      Battle Jump
    • 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
    Spoiler: Show
    • 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.


    The Octopus: Reach Feats
    Spoiler: Show
    • Inhuman Reach: (LoM 178) Stretch those arms and grab away. Excellent for various unique tactical situations. When you get this, you are already on your way to Deepspawn.
    • Extend Reach: (SaSp 34) If you already have reach, this will give you +5 extra. Quick and painless extra grabbing is always good.
    • Lunging Strike: (PHB2 80) While it only allows one attack that gets the +5 bonus reach, this feat itself is absurdly easy to qualify for. Just take an even level of fighter somewhere along the way (or level 1) and boom, you have it.
    • Deformity (Tall): (HH 121) One of the Vile Deformity feats from Heroes of Horror, you will need to take Willing Deformity before you can get this (and that feat is really not very useful). The penalty to hide and AC are unfortunate, but you can never have too much reach.
    • Bestial Charge: (CCh 56) Requires Wild Shape. If you can get it, will allow three tactical maneuvers, one of which is yet an additional +5 reach so long as you are charging in a "serpentine form". Now, it is unclear exactly what does and does not qualify as serpentine; a snake definitely does, but what about Deepspawn tentacles? What about Deepspawn tentacles already at +20 reach? If you can argue for it, be happy with yet another +5 boost.


    Combat Feats: Barbarian
    Spoiler: Show
      Snow Tiger Berserker: (UE 46) Natural weapons and unarmed attacks are light weapons. This is your pounce alternative if you elect to take the Bear totem instead of the Lion totem. Take note that the Berserker lodge feats are all available as fighter bonus feats.
    • Ettercap Berserker : If you gained a level in Fist of the Forest or have Steadfast Determination, this is a superior feat.
    • Mad Foam Rager: (PHB2 80) Some will swear by it and others never use it. Especially effective against casters who rely on save-or-dies, rogues that depend on the first surprise round of two-weapon sneak attack madness, or similar situations.
    • Wolf Berserker: If you got Improved Trip as a monk bonus feat, you will be getting this later. +8 to the trip check in addition to your already high strength is just too good.
    • Extend Rage: Rage duration is rarely a problem, but if you tend to fight long and involved battles, that rage-once-per-encounter mitigation can be annoying.
    • Ice Troll Berserker: Effectively undoes the AC penalty from raging if, for some reason, AC becomes a problem, then this is a decent option. If your DM allows multiple Berserker Lodge feats, this stacks nicely with Ettercap Berserker.
    • Owlbear Berserker: This feat is poorly worded, and as such, looks better than it actually is. It does not function like savage grapple. Rather, it increases the damage dice for the “damage your opponent” grapple option. If you want that extra damage, then this is a decent option, but it will only average out to a few additional points per round.
    • Reckless Rage: Could be better, could be worse. The effective +1 bonus to all Str based abilities during the rage can be nice, and at later levels, that damage will definitely add up over the round (especially if you are a Warshaper). Still, there are better options out there.
    • Channeled Rage: If you are worried about your Will save, take Steadfast Determination instead. Do not waste your already tiny pool of rage.
      Instantaneous Rage: If you get surprised with Scent, that says nothing about how your character is built and everything about you as a player
    • Extra Rage: Your cultist levels stack with your barbarian levels for determining rage. Skip this unless you are majorly strapped for rage usage.
    • Righteous Wrath: (BoED 45) It’s an exalted feat, so good luck trying to get it. If you do, you gain access to the Combat Focus feats while raging, as well as any other feats and abilities that appear to require a presence of mind not normally allowed by rage.


    Combat Feats: Fighter
    Spoiler: Show
    • Cometary Collision: (PHB2 77) You will need to get Improved Bull Rush to use this feat, but it is well worth it. Leave your party Wizard in a vulnerable position and watch the big, dumb enemy lumber forward. Laugh maniacally as you launch yourself towards the opponent to rip him apart. That +4 damage applies to all of your damage rolls (and you will have a lot of them with pounce), and will also apply to all your savage grappling. This compounds for some serious hurt.
    • Combat Focus: You will need to get the Righteous Wrath feat in order to use Combat Focus feats while raging.
    • Combat Stability: Unless your opponent has Escape Artist, he is going to try and escape your grasps. If you have 3+ combat focus feats, you will have a +8 to your grapple checks made to resist his attempts (escape, damage, pinning, tripping, etc.).
    • Channeled Strike: Similar to Cometary Collision in its compounding damage effect. You will not get this until a high level, if you get it at all.
    • Combat Vigor : Fast healing 2 or 4. As a feat. For 10+ rounds.
    • Improved Initiative: Will you be going first? Probably not. Will you avoid going last? Probably.
    • Cleave: Surprisingly decent. You can break a grapple as a free action if your opponent does not choose to resist. If you kill your opponent in a grapple with your claws, Cleave technically allows you to attack a neighbor and star the whole bloody business again. Having trouble visualizing it? Imagine you are grappling and you fire an uppercut claw into the fighter’s skull, ripping through his jaw. Immediately release the corpse and let it fall as your claw spins around and hits the next victim.
    • Power Attack: This isn’t exactly your thing, and it will not help you that much once you enter the grapple. If you want to emphasize the charging aspect of the Black Blood, however, then this is an important prerequisite for other feats (check out Leap Attack in the Complete Adventurer).
    • Power Lunge: (SaF 8) Doubles your strength modifier, not your damage, so it will indeed stack with Battle Jump. This would be green, but it only works on a charge, and it provokes a ton of attacks of opportunity (all of which are probably hitting).
    • Close Quarters Fighting: (CW 97) If your opponent is kind enough to initiate the grapple, why would you ask him to leave?
    • (Greater) Powerful Charge: (Eb 54/57) Why are you taking two feats to give an additional 2d6 damage that works only on a charge and does not apply to each weapon?
    • Combat Expertise: This is not your thing.
    • Combat Reflexes: This is not your thing either.


    Monk Feats
    Spoiler: Show
    • Freezing the Lifeblood: (CW 99) Assuming you can meet the high wisdom requirement, the move is completely worth it. Paralysis means helpless, and helpless means move action coup de grace.
    • Earth’s Embrace: (CW 97) Early on this is a noticeable damage boost. By the time you are passing level 10, however, the extra +1d12 is not worth it, unless your grapples are going on for more than a few rounds. If you can persuade your dopey DM to accept the OA version, however, this feat is moved up to blue.
    • Flying Kick: (CW 96) At least you can use Earth’s Embrace each round. This works once and only once, and only applies to one attack.
    • Clever Wrestling: It’s been much debunked before and it will be much debunked again. Horrible for your purposes. Save it for the Gnomes.


    Noncombat/Movement Feats
    Spoiler: Show
    • Steadfast Determination (PHB2 83) Endurance is a prerequisite, one you can fill either through taking it as a bonus feat or through the Desert Orc race. Either way, this is an excellent feat that increases your save-or-die options and prevents your party from having to fight a dominated Black Blood.
    • Starspawn (LoM 181) One of the few feats that grants you a decent fly speed. Opens up a world (or should I say, "a whole new world") of possibilities once you take to the sky. Stacks nicely with Rage due to a Constitution based flight time.
    • Fleet of Foot (CW 99) The feat equivalent of twisting charge. Run is a prerequisite, but Run itself is a decent feat, providing +4 to Jump checks and allowing generally greater maneuverability.
    • Leap of the Heavens: Got hops? If your campaigns are anything like mine, jump is supremely useful. Leap turns a good jump ability into an excellent one.
    • Water Heritage: (Planar 42) Gives you the ability to effectively Grapple underwater even if you are not a Darfellan or a Scaled Horror.
    • Freerunner (CS 77) More skill tricks? If you find yourself wanting more, this is where to turn.
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    4 years ago  ::  May 28, 2009 - 4:40PM #7
    -ktkenshinx-
    Date Joined: May 22, 2009
    Posts: 143
    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.
      Magic Fang: Standard natural weapon buffing.
    • 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).
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    4 years ago  ::  May 28, 2009 - 4:40PM #8
    -ktkenshinx-
    Date Joined: May 22, 2009
    Posts: 143
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    4 years ago  ::  May 28, 2009 - 4:41PM #9
    -ktkenshinx-
    Date Joined: May 22, 2009
    Posts: 143
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    4 years ago  ::  May 28, 2009 - 4:41PM #10
    -ktkenshinx-
    Date Joined: May 22, 2009
    Posts: 143
    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
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