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grappling monk

When I last tried this, I went something like:


1 Inertial Armor
1 Expansion
1 Grip of Iron
2 Hustle
2 Psionic Levitate
2 Strength of my Enemy
3 Vampiric Weapon (don't use Claws, Monk UASs can be hit by Weapon, Claws don't affect UASs)
3 Concealing Amorpha, Greater
3 Empathic Transfer
4 Freedom of Movement, Psionic
4 Steadfast Perception
4 Dimension Door, Psionic
5 Oak Body
5 Metaconcert
5 Adapt Body
6 Mind Blank, Personal
6 Form of DOOM
6 Dispelling Buffer

Don't do anything that requires a save. You won't have the levels or stats to reliably execute one. Instead focus on buffs, utility, and effects that don't have saves like Strength of my Enemy or Empathic Transfer.
 

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[MENTION=97681]Wyvernhand[/MENTION]

i was curious about the whole claws of the vampire vs vampiric weapon. i wasn't sure if vampiric weapon could be applied to a monk's unarmed strikes. good to know they can. i'll change the build.

I wish i could spare enough levels for form of doom. having that high of a grapple modifier and greater multigrab combined with 4 extra limbs would be super fun.

I'm still looking for good items or enchantments to buff up my grapple modifier. can anybody think of anything besides a hooking enchantments or bull's strength?
 
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MIC has a couple. Armbands of Might and Gloves of Titans Grip. The former give a +2 on all Str based checks, while the latter activate automatically when you grab someone and stay activated for a couple rounds a few times/day, but give a decently large bonus.

There's also a symbiot, if you are using Eberron stuff, called the Grasping Tentacle. And because Tentacles are cool, and you were already looking at Aberrant Blood (Flexible Limbs), there is Deepspawn for another +2 untyped bonus. If you have extra feats to burn, Shape Soulmeld + Open Lesser Chakra (Arms) gives another +2 untyped bonus, and if you bind Kraken Mantle to your Arms to get Constrict, you can drop another feat on Extra Essentia to gain 2 Essentia to fill your Kraken Mantle for another +2 bonus.

EDIT: If you already have Strength of my Enemy, I wouldn't worry to hard about getting enhancement bonuses like Bulls Str or a Belt of Giant Str. SomE gives you up to a +8 Enhancement bonus to Str, which won't stack with the spell or belt. There is a relic belt, if you can afford a feat on True Believer, that gives a +4 MORAL bonus to Str, which would stack though. I think its in Complete Divine?
 
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For an inexpensive item, Brawler's Gauntlets from MIC. 1000 gp. 3/day as a swift action, they give you +2 (untyped bonus) on grapple checks and unarmed damage for 1 round. Only costs 1500 gp to add them to some other sort of gauntlet/glove, so might be worth keeping around even later on.

EDIT: Brute Gauntlets are even cheaper, 500 gp, but grapple technically isn't a "strength check" since it also adds BAB.

Try to get a buff spell of Girallon's Blessing (Spell Compendium; level 3 on most casters' lists) for an extra two arms and natural weapons.
 
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thanks guys, these are great. originally this character fought mostly naked (like Beowulf) but after looking at a few of these i am going to go ahead and let him have gloves. the gloves of titan's grip and the gloves of fearsome grip both seem like great choices. i'll just have to make them look more like hand wraps or something

i also want to find a way to get balor nimbus on an item.

with those gloves i can get his grapple up past 70 now. muahahaha. unfortunately there are too many spells that negate grapple. hopefully the DM wont be too much of a jerk and will refrain from using them most of the time.

thanks for all the help.
 
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unfortunately there are too many spells that negate grapple. hopefully the DM wont be too much of a jerk and will refrain from using them most of the time.

thanks for all the help.
Now, the DM would need to facilitate the purchase of this item, but in Dungeonscape p.132, there is an item called an Antimagic trap. Designed to trigger visually via True seeing at the presence of a visible magical effect, and place up an Antimagic field 10' radius that lasts for 110 minutes and is automatically reset.
Keep one of these peeking out of a bag at your hip or strapped to your back. It's 66,000gp well spent.
 



@RUMBLETiGER

could it be reused? or would it be destroyed/rendered useless after one use?

It's automatically reset, so it can be used more than once.
Yup, text reads in part, "When triggered, it blankets a 10-foot radius area with an Antimagic Field (PH 200), which persists for 110 minutes (After which the trap automatically resets)."

The real question is can someone carry an active magical trap around on their person, because that's the creative part that there really aren't any clear rules for. With other traps, wither magical or mundane, you need to worry about moving parts, or a direction of attack of an effect. This does not have either, and so I'm assuming it could work. If the DM will allow it.
 


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