Grapplemancer (3.5e Optimized Character Build)
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Author's Note: "Who wants a hug?"
A wizard that's so much better at grappling than any "traditional" grappler it blows them out of the water.
- Lords of Madness
- Races of the Wild
- Spell Compendium
- Expanded Player's Handbook
Game Rule Components
- Enlarge Person
- Fearsome Grapple
- Babau Slime
- Balor Nimbus (Optional)
- Bladeweave (Optional)
- Polymorph (Later on)
Starting Ability Scores (Before Racial Adjustments): (Assuming 32 Point Buy) 16 14 14 16 8 8
Race (Templates): Human
|Saving Throws||Feats|| Class
|1st||Wizard 1||+0||+0||+0||+2||Improved Grapple, Improved Unarmed Strike||Summon Familiar: Octopus|
|3rd||Wizard 3||+1||+1||+1||+3||Aberration Blood (Flexible Limbs)|
- Psionic Tattoo of Grip of Iron
3 (Strength) + 1 (BAB) + 3 (Octopus Familiar) + 4 + 1 (Enlarge Person, Str bonus) + 2 (Aberration Blood) + 4 (Fearsome Grapple) + 4 (Improved Grapple) + 4 (Grip of Iron) = +26
Use Babau Slime and Balor Nimbus, both in Spell Compendium, to deal damage. Bladeweave will daze your grappled opponents (also Spell Compendium). Bladeweave is a swift action spell, and Fearsome Grapple is an immediate action spell, which basically means you go nuts.
Once you hit level 7, you can apply all your grapple bullshit as a Remorhaz.
If you're willing to wait until level 6 to get Aberration Blood, you can pick up the Elvish alternate racial wizard variant in Races of the Wild to double the bonus that Octopus gives you to grapple checks.
- Low HP
- You set a couple feats on fire.
- Ranged attacks
- Multiple attackers
- Sneak attackers
It's important to note that none of these are really counters to the build because you can just change your spell configuration around, or prepare a few different spells or scrolls each day, and be a normal wizard that powers through all the opposition anyway.