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Suleman
2009-03-16, 12:21 PM
Now, I am not terribly good at 4E yet, but I've always wanted to play a wrestler-type in DnD and it felt terribly awkward in 3.5. So I wanted to make a grappler class for 4e. There are others like it, but this is mine. It's also very much incomplete, so your help, opinions and contributions are very welcome.

A Grappler's attacks deal less damage than, say, a fighter’s, but allow even more movement control. Advanced Grappling Maneuvers offers all kinds of interesting possibilities. Some of the grappler's powers and tactics are pretty risky, and nearly of them require you to be in melee range.

Table Of Contents:
1. Basic Information
-Role and starting stats
-Key Abilities
2. Class Features
3. Builds
-Racial synergies
4. Powers
5. Paragon Paths
-Red Cyclone
-Dread Taker
6. Feats
7. Items
-Tattoos
8. Rituals

1. Basic Information:
Class: Grappler

Power Source: Martial
Role: Defender, secondary role controller.

Abilities:
DEX STR WIS CHA
Dexterity is the key ability for your grabs and attacks. Even the strongest grapplers will find themselves in trouble if they cannot catch their opponents. For more detail on the secondary attributes, check the Builds section below.

Starting Hit points: as fighter
Hit point progression: as fighter

Starting defense bonuses: Fort +1, Reflex +1

Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple Melee, Simple Ranged
Class Skills: 3 trained skills at the beginning
Acrobatics, Athletics, Bluff, Endurance, Intimidation, Streetwise

2. Class features:


When unarmed, you (may) use your Dexterity modifier instead of your strength modifier when making basic grab attacks.

The Harder They Fall: On Paragon tier, you can grapple targets +1 size category larger than you normally could. Increase to +2 on Epic Tier.

Dueling Focus
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature
can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition In addition, whenever an enemy marked by you that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic grab attack against that enemy as an immediate interrupt.

Advanced Grappling Maneuvers
You gain the following at-will powers that can only be used during a grab.


Shove
At Will – Unarmed
Minor Action - Unarmed
Attack: Dex vs AC
Effect: Target is pushed 1 square, grab ends.
This power can only be performed during a grab.

Pull
At Will - Unarmed
Minor Action – Unarmed
Attack: Dex vs AC
Effect: You and the target switch places (as per Footwork Lure), grab ends.
This power can only be performed during a grab.


Choose one:
Roughhousing – +Strength modifier damage on hit on grab attacks

Graceful – Once per round, you may gain Combat Advantage with a power or attack that has the Graceful keyword.

(Showmanship – Gain temporary HP equal to your Charisma modifier when using a power with the impressive keyword.)

Better names for class features and such are probably needed. Possibly tie the class features to marking?


3. Builds:

Roughhouse – Strength. Priority: Dex, Str, Wis. The more damage-focused build. Excellent for tossing opponents around like rag dolls around the battlefield and dealing additional damage with many attacks that quickly stacks up. As a concept, a brute force grappler or perhaps like some modern MMA fighters.
Technician – Wisdom. Priority: Dex, Wis, Str. Focuses on evasion and heavily disabling a single target in close range. As a concept, the technician is easily comparable to masters of judo or jujutsu, but any grappler who specializes in holds, locks, chokes and the like could fit in this category.
Showman – Charisma. Priority: Dex, Cha, Str, Wis. Adds a touch of Leader with literally impressive maneuvers, but most of all offers a lot of survivability with temporary hit points. The Showman is in many ways like a Pro Wrestler, simple as that. Of course, not all pro wrestlers are alike...

Racial synergies:

PHB:

Dragonborn: The dragonborn fares rather well in any defender role, and the grappler is not an exception. With bonuses in two secondary attributes, excellent racial abilities and feats and an area-controlling power, Dragonborn make good grapplers.

Dwarf: The dwarf is also reputed as an excellent defender, and they do get a bonus to Wisdom, a secondary attribute. Constitution is not bad and might give them an additional edge with extra HP and healing surges. Excellent healing and movement-resisting abilities as well as advantages in heavy armor offer some interesting builds at later levels. As feats go, things like Devoted Challenge are excellent for wisdom-based builds, but Dwarven Weapon Training is a bit wasted on an unarmed fighter.

Eladrin:
Dexterity is always nice and works for every build. Intelligence is wasted, but the eladrin's teleport power enables the grappler to move to where he is needed very quickly and should not be underestimated.

Elf:
Dexterity works for all the builds, and wisdom on top of that is just excellent. The elven racial power and high speed, which allows the grappler to close in rather fast, make elves a prime choice for this class... and just about every other one, too. What's up with that?

Half-Elf:
Half-Elves make nice showmen, and the constitution bonus should add even more survivability. Give the half-elf a good power from another class or even multiclass them to a class of your choice. With PHB2, the possibilities are limitless.

Halfling:
Dexterity, Charisma, evasion and for once, no real penalties for being small. The grappler could, surprisingly enough, very well be THE defender class for halflings.

Human:
The versatile humans should be pretty good at this class, too.

Tiefling:
Intelligence and charisma? Showman should work fine for them, I guess. Better if they get a flaming tattoo or spiked gauntlets.


PHB2 races

Half-Orc:
Strength, Dexterity, nice racial abilities and powers, great racial feats for physical classes... All in all, the half-orcs are some of the best roughhouses around, as expected.

Goliath:
Strength works for roughhouses, constitution adds survivability. Nice racial powers, damage resistances galore. I need to do a bit more research before I say anything conclusive.

Gnome:
Intelligence is wasted, charisma is great for showmen. The small size might not hurt them here as much as in other defender roles, and they can close in rather nicely using invisibility.

Shifter, Longtooth
Strength and wisdom make them a versatile choice, good for both roughhouse and technician builds. The racial power is good for close combatants.

Shifter, Razorclaw
Dexterity is great for all grapplers, wisdom works best for technicians. The racial power gives both extra mobility for closing in and defense bonuses enchance survivability. Excellent choice.



Other races:

Bugbear:
Strength and Dexterity and a sneak attackish power? Sure, why not. They seem to be a pretty nice race for any physical role. Lack of racial feats might keep them down a bit. Still, they make excellent roughhouses. Bugbears can use Large-sized spiked gauntlets? Well, that's very nice.

Gnoll:
Dexterity is great for grapplers, constitution enchances survivability. These are nice. What makes the gnoll special, though, are their extremely high mobility and benefits to charging, which should give the grappler all sorts of opportunities to close in. One racial feat that needs special attention is the one that allows the gnoll to use his claws as light blades... Unarmed? Hard to say, but that's so cool that I'm totally for it. Claw gnolls should make very interesting grapplers.

Doppelganger:
Charisma might work for showmen, sure. The lack of racial feats hurts a bit, and the racial features don't really do much for melee-based classes.

Drow:
Dexterity and Charisma are excellent for showmen, but the dexterity bonus works for the other types as well. The racial powers are very neat. Not sure about the racial feats, I'll have to check them again.

Githyanki:
...unfortunately, there really isn't much to see here.

Githzerai:
They are often compared to elves, not always favorably. The lack of racial feats makes them a slightly worse choice than elves, but bonuses to dexterity and wisdom are still excellent.

Goblin:
Dexterity and charisma and evasion abilities make them comparable to halflings, but not quite as good. No racial feats yet, but not a bad choice.

Hobgoblin:
Charisma is great for showmen, constitution enchances survivablity. Hobgoblin resilience is not bad. No racial feats yet. The hobgoblin's not a terrible choice but not that special either.

Minotaur:
Strength bonuses and tons of combat abilities? A very good choice for a roughhouse.

Orc:
Same as the minotaur, but slightly less support so far. Still not bad.

Shadar-Kai
Dexterity is excellent for all grapplers, intelligence is hardly needed but the racial power is nice. Not sure about the feats, I'll have to check those again.

Warforged:
Strength is great for roughhouses, constitution enchances survivability. Racial abilities and feats make them extremely tough and great defenders in general. Very nice choice indeed.


4. Powers:

Lvl 1:

At-Will
Taunting Blow
At Will – Unarmed, Impressive, Martial
Standard Action - Unarmed
Attack: Dex vs AC
Damage: 1[W]+Dex
This attack can be performed during a grab. Doing so breaks the grab.


No Way Out
At Will – Unarmed, Grab, Martial
Standard Action - Unarmed
Attack: Dex vs AC
Damage: 1[W]+Dex
Effect: Until the end of your turn, the target is unable to use immediate reaction powers.

Double Grab
At Will - Unarmed, Grab, Martial
Standard Action - Unarmed
Attack: Dex vs AC, two attacks
Requirement: The two targets must be within your grab range and within two squares of each other.

Encounter Powers:

Shoulder Rush
Encounter - Unarmed, Martial
Standard Action - Unarmed
Attack: Dex vs AC
Damage: 1[W]+Dex
Roughhouse: Push the target 1 square and deal an additional +Str damage.
Before making the attack you must move at least two squares up to your speed. The target of the attack must be adjacent to a square you move through.

Joint Pinch
Encounter - Unarmed, Grab, Graceful, Martial
Standard Action - Unarmed
Attack: Dex vs Reflex
Damage: 1[W]+Dex
The opponent and you may only move within close burst 1 range of each other until you end the grab or the target escapes the grab.
Graceful: If you choose to break the grab, Joint Pinch deals +Wis damage.

Crossover Grasp
Encounter - Unarmed, Impressive, Martial
Standard Action - Unarmed
Attack: Dex vs Reflex
Damage: 1[W]+Dex
On a succesful hit, you grab the target and move to his opposite side.

Daily Powers

Tackling Leg Hold
Encounter - Unarmed, Grab

Attack: Dex vs AC
Damage: 2[W]+Dex
Effect: The target is knocked prone
Showman: The target is slowed until your turn after the hold is broken

Vicious Struggle
Standard Action - Unarmed
Attack: Dex vs Fortitude
Damage: 1[W]+ Dex
Roughhouse: +Str additional damage
This attack can only be performed during a grab.

Spider Hold
Standard Action - Unarmed, Grab
Attack: Dex vs AC
Damage: 2[W]+Dex
Effect: You are unable to move during this grab. If the target moves, you move with it. Any action other than trying to escape that the target makes during this grab provokes an opportunity attack from you.
Graceful: When you succesfully sustain the hold, the target is slowed until your next turn and receives damage equal to your Wis modifier.


Level 2 Utility Powers

Safe Roll
Encounter - Martial
Free Action - Personal
Effect: You may move up to two squares without provoking opportunity attacks.
Graceful: You may move a number of squares equal to your Wisdom modifier

Ukemi
Encounter - Martial
Immediate Reacion - Personal
Trigger: You are knocked prone
Effect: You may shift one square and stand up.

Prowling Beast Stance
Encounter - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you are slowed. However, you may shift one square before making a grab attack. You can end this stance as a free action.

Bouncing Stance
Encounter - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you gain +2 to Armor Class. In additon, if you are hit by a melee attack, you may choose to be pushed 1 square.

Shameful Taunt
Encounter - Martial, Impressive
Minor Action - Close Burst 4
Effect: That target receives your mark. Also, it receives a -1 to its attack rolls as long as it is not within your grab range during this encounter.


Level 3 Encounter Exploits:

Arm Drag
Encounter - Martial, Unarmed, Graceful
Standard Action - Unarmed
Attack: Dex vs Reflex
Damage: 2[W]+Dex
Effect: The target is moved your other side and knocked prone.
Condition: The square on your other side is unoccupied

Warhorse Rush
Encounter - Martial, Unarmed, Grab
Standard Action - Unarmed
Requirement: You must charge and use this power in place of a melee basic attack. You gain +2 against opportunity attacks you provoke with this movement.
Attack: Dex vs Reflex
Damage: 1[W]+Dex

Irish Whip
Encounter - Martial, Unarmed, Impressive
Standard Action - Unarmed
Attack: Dex vs Reflex
Requirement: You must have the target in a grab.
Effect: The target moves up to its speed directly to a direction. Should it encounter an obstacle, such as a wall or a creature, it will attempt to return if it has movement left. Should it reach a square adjacent to your square, you receive an Opportunity Attack against that enemy.

Double-handed Choke
Encounter - Martial, Unarmed, Grab
Standard Action - Unarmed
Attack: Dex vs AC
Damage: 2[W]+Dex
Roughhouse: You may shift the target to any square adjacent to you.


Level ? powers


Earthquake Slam
Encounter - Martial, Unarmed
Immediate Reaction – Unarmed
Burst 1 centered on target of original attack
Attack: Dex vs Fortitude
Damage: 1[W] + Dex
Trigger: You hit with a power or attack that knocks an opponent prone
Roughhouse: +Str to damage

Flying Elbow Drop
Encounter - Martial, Unarmed, Impressive
Immediate Reaction - Unarmed, Close Burst 5
Trigger: A target is knocked prone within the range
Effect: You fly to a square within the range that is adjacent to the target and perform this attack
Attack: Dex vs Reflex
Damage: 1[W]+Dex
Showman: The target receives a penalty of -1 to all its defenses until your next turn.


5. Paragon Paths:


Red Cyclone


Requirements: Grappler

The first Red Cyclone was, according to legend, a mighty, brash warrior who sought ever greater challenges. Even grappling bears brought him no satisfaction. Once during his travels, he chanced on a hurricane that shook the unstoppable warrior like a rag doll. The warrior was humbled that day.

Paragon path features:

Level 11:
Unstoppable Advance: Whenever you spend an action point you gain Resist 10 to all damage while moving or charging until the start of your next turn. In addition, your basic move actions and charging cannot be interrupted until the start of your next turn.

Level 11:
Quick lift: When an ally next to you is knocked prone, you can lift them up to a standing position as a minor action.

Level 16:
Unignorable presence: When you are adjancent to an enemy with your mark, your mark's attack penalty against for that enemy is increased to -4.

Paragon Path Powers:

Level 11 Attack:
Spinning Clothesline
Taking inspiration of the mighty whirlwinds, you let the force of your forearm blow spin you around, making you a danger to any and all who would approach you.
Encounter - Unarmed, Martial
Standard Action - Unarmed
Effect: Until your next turn, you are slowed, gain +1 Armor Class and you can attack all enemies entering or leaving your melee range with the following attack:

Attack: Dex vs Reflex
Damage: 1[W]+Dex
Increase to 2[W]+Dex at 21st level

Level 12 Utility:
Banishing Flat
Reacting quickly in the face of danger, you spin and knock aside an attack with a glowing backhand.
Encounter - Martial
Immediate Reaction - Personal
Requirement: You are targeted by a non-area attack from beyond your melee range
Effect:That attack receives a -d10+Dex penalty. If the attack misses, you may shift a distance equal to ˝ of your strength modifier.

Level 20 Attack:
Spinning Piledriver
You grab the opponent, lift him upside down and grip him tightly, then launching you both into the air with the power of a raging tornado. Eventually, you land, bringing the opponent down on his head.
Daily - Unarmed, Grab
Standard Action - Unarmed
Attack: Dex vs Reflex
Damage: 5[W]+Dex
Effect: You may teleport yourself and your opponent a number of squares equal to your strength modifier. At the end of the teleport, you and the target must be adjacent to each other.


Dread Taker

Requirement:Grappler, Trained in Intimidation
The Dread Takers are so called because they were often thought to take the very souls of their fallen opponents. How much truth there is to that claim is unknown, as are many things about the Dread Takers. A few things are certain. The Dread Takers are frightening to look at and even more frightening to face. They utilize imagery of death, despair and other horrors to their advantage, but back that up with supreme fighting skill.

Paragon Path features:
Level 11:
Dread Presence
Whenever you spend an action point, all enemies adjacent to you are marked.

Level 11:
Rise From Your Grave
Once per encounter, when you're reduced to 0 hit points or under, you may fall prone as an immediate reaction. At the beginning of your next turn, you stand up, spend a healing surge and gain additional HP equal to your Charisma modifier. All enemies adjacent to you when you rise are marked.

Level 16:
Legend Of The Dread Taker
Whenever you reduce an enemy to 0 hit points, you regain Hp equal to 2d6+ your Charisma modifier.
Increase to 4d6+ your Charisma modifier at 26th level.


Level 11 Attack Power:
Lifting Choke Hold
You grab your opponent by the throat and lift them high with frightening ease.
Encounter - Unarmed, Martial, Grab, Impressive
Attack: Dex vs Reflex
Damage: 1[W]+Dex
Effect: The enemy is dazed until your next turn. As long as you maintain this grab, the enemy receives your Cha modifier in damage every turn.

Level 16 Utility Power
Menace Of The Dread Taker
With but a gesture, you cow your enemies into submission.
Encounter - Martial, Impressive
Minor Action - Close Burst 2
Effect: You make an intimidation check against all targets in the range.

Level 20 Attack Power:
Tombstone Piledriver
With your opponent in your grasp, you lift him up upside down, grip him tightly and drop to your knees, driving him down to the ground like a stake.
Daily - Martial, Unarmed, Impressive
Standard Action - Unarmed
Requirement: You must be grabbing an enemy.
Attack: Dex vs Reflex
Damage: 5[W]+Dex
Effect: The enemy is knocked prone and stunned until your next turn.


6. Feats:

Normal:
Opportunistic Grappler:
When you would normally be granted an opportunity attack, you may instead perform a grab attack.

Mighty Throw:
Attacks and powers with the grab keyword that slide or push a target move the target 1 square more.

Paragon:

I Shall Move The World:
Requirements: The Harder They Fall class feature
Gain +1 to grab attacks against targets of a larger size category than you. Increase to +2 at epic tier.

Dynamic grab
Requirement: Grappler
You may use an at-will attack power as an immediate reaction after a succesful grab

Epic:

Supreme Evasion:
Requirements: Graceful class feature
Whenever you spend an action point, gain +Wis to your defenses against melee attacks until your next turn.



7. Items:

A temporary solution for the lack of magical items for unarmed combatants:
Magical Tattoos.

The Tattoos are inscribed upon Ritual scrolls of the appropriate skill (Arcane, Religion, Nature). A tattoo scroll functions as a magical item for buying, selling and finding as loot. When cast, the tattoo is transferred from the scroll to the appropriate slot on the target. The target then gains the benefit of the enchantment as if the tattoo was a magical item. The tattoos can be transferred from one target to another, or a scroll, with one ritual andcompletely destroyed with another. The latter might not be needed, but it's good to know that it exists.
Note that the tattoo need not necessarily be on the body slot that it occupies.
For now, the enchantments should probably be limited to those of clubs, cloth armor, leather armor and such. In the case of gnolls, light blade enchantments might be allowed? Later on, I'll take a shot at making unique enchanted tattoos.


8. Rituals:

Magical tattoo
Scroll cost: As magical item
Skill: As appropriate
Level: As magical item
Cost: 100-500 gp
Time: Several hours, or even days.

Transfer Minor Tattoo
Skill: As appropriate
Level: As magical item, levels 1-10
Cost: 100-500 gp
Time: Several hours to a day?

Transfer Greater Tattoo
Skill: As appropriate
Level: As magical item, levels 11-20
Cost: 500-1000 gp?
Time: Several hours to a day?

Transfer Epic Tattoo
Skill: As appropriate
Level: As magical item, levels 21-30
Cost: 1000-5000 gp?
Time: Several hours to a day?

Destroy Minor Tattoo
Skill: As appropriate
Level: As magical item, levels 1-10
Cost: 100-500 gp
Time: Several hours to a day?

Destroy Greater Tattoo
Skill: As appropriate
Level: As magical item, levels 11-20
Cost: 500-1000 gp?
Time: Several hours to a day?

Destroy Epic Tattoo
Skill: As appropriate
Level: As magical item, levels 21-30
Cost: 1000-5000 gp?
Time: Several hours to a day?

Meek
2009-03-16, 01:25 PM
I haven't read it all, but I think an idea for a thematic mark could be a sort of "Combat Taunt" that can be done as a close burst 2 or 3 against one enemy per tier. It lacks the range of the Paladin's mark, but is different from the Fighter's mark.

Suleman
2009-03-16, 02:03 PM
I haven't read it all, but I think an idea for a thematic mark could be a sort of "Combat Taunt" that can be done as a close burst 2 or 3 against one enemy per tier. It lacks the range of the Paladin's mark, but is different from the Fighter's mark.

Implementing marking is not terribly hard, but making class mechanics that use marking is another thing. That range sounds fine. What if the marking simply allowed the grappler to attempt to grab the target when a fighter would get a combat challenge attack? Then the grappler can continue from the grab situation when his turn comes up or even before with the proper powers and feats. For example:

Feat:

Dynamic grab
Grappler
You may use an at-will attack power as an immediate reaction after a succesful grab.

Mando Knight
2009-03-16, 04:24 PM
What about automatically marking anything that you make a grappling attack against? That way, your ability to grip your opponent remains the most important feature of your class...

Suleman
2009-03-16, 05:02 PM
What about automatically marking anything that you make a grappling attack against? That way, your ability to grip your opponent remains the most important feature of your class...
Possible, certainly, but it sounds rather limited compared to the fighter and the paladin's marks. A 1st level dragonborn fighter can mark a large number of targets in an area, a paladin can mark anyone on a close burst 5 range. If the grappler's mark would be limited to grab attacks, there are conditions.

1. The mark's effects must be very, very good.
and/or
2. The grappler must have useful movement-related abilities to enable quickly getting to grab range.
and/or
3. The mark must be somehow longer-lasting than the fighter's and the paladin's.

Note: Updated first post with encounter powers

Mando Knight
2009-03-16, 05:22 PM
A 1st level dragonborn fighter can mark a large number of targets in an area, a paladin can mark anyone on a close burst 5 range.

Actually, the grab-to-mark isn't that bad compared to the Paladin: it forces your opponent to try to escape the grab, and Paladins have to engage the target of their Divine Challenge anyway. Perhaps X+Str damage or an Opportunity attack when the target tries to escape the grab or attack someone else?

Suleman
2009-03-16, 06:16 PM
Actually, the grab-to-mark isn't that bad compared to the Paladin: it forces your opponent to try to escape the grab, and Paladins have to engage the target of their Divine Challenge anyway. Perhaps X+Str damage or an Opportunity attack when the target tries to escape the grab or attack someone else?

Hmm. Well, you could have a point there. It's definitely better than not having a mark. I'll put that in.
Now, the problem with grabbing mechanics is that they can absolutely murder a target with low physical abilities and no athletics/acrobatics. The question is: Should the game that features a Grappler require modified grappling rules? The grappler has quite a number of tricks at its disposal, making escaping easier probably wouldn't destroy its game.

Note: Several tweaks to powers and class features on first post.
Note 2: Added lvl 1 Daily Powers to the first post.
Note 3: Made several changes and tweaks to the overall structure of the first post. Changed Shove and Pull to class features that can only be used during grabs. Added items and rituals.
Note 4: Added Level 2 and Level 3 powers and more level 1 At-Will powers.
Note 5: Added the Red Cyclone Paragon Path, need help with the paragon path features. I'm not used to making higher-level stuff.

Suleman
2009-03-19, 09:28 PM
The first post went through lots of changes and should now be much clearer and more readable. Please take a look and post your ideas and comments. If you see any mistakes, please mention them.