Bob, The Bloody Brawler - Brawler/Blood Knight/ Undying Warrior
Inspired by builds such as “Mr.Stupid”, Bloody Brawler Bob focuses on controlling enemies using his fists, and eventually, his face. Unlike Mr.Stupid, Bob can control more than one enemy, and can effectively remove up to three melee enemies from the fight. Damage is ignored in favor of more control and more durability. This build also is slightly more up to date and RAW than Mr.Stupid (as there have been Brawler changes since then, and I don’t believe Garrotes have been clarified), not to mention much less feat intensive. You have a great deal of wiggle room on your feat choices, and this build will still function.
This build is highly item dependant (as in, it won’t function without certain items). Also, this build pretty much ignores the RAI for all of the Brawler powers. You will meet the prerequisites for the Brawler powers (hand free, unarmed), but you won’t be using your fists for anything besides for grabbing after the first few levels. Replace every mention of “fist” with “face” when reading the fluff, usually makes for a good read. If this is a problem for you (or your DM), try another build. As this is a grab based build, there are some interactions of abilities and items that are not clearly defined (mostly dealing with Sash of Ensnarement/Grasping Weapon). If you want to avoid this altogether, simply take a Fortitude Belt instead.
You qualify for every power in the book, except for two handers. Upgrade your fighting shield if you plan on using MH/OH powers.
1.) You cannot sustain a grab that has a automatic end duration specified. (Source: MP2 FAQ)
2.) When an attack power allows you to grab a target and requires a free hand, that creature goes into a free hand. If you sustain the grab, that hand continues to hold the creature. (Source: RAI)
3.) When an attack power allows you to grab a target and does not require a free hand, that creature is grabbed. This does not take up a free hand, nor does it require a free hand to sustain. You are holding the creature with another means (Source: RAI/RAW)
4.) Anywhere you see (unarmed) in an attack, you can use any weapon in the unarmed category, not just your fist/spiked gauntlet, even if the power required one hand free. You will be using Boar Tusk Helm for all Weapon and Unarmed attacks.(Source: RAW, but not RAI)
ITEMS
1.) Sash of Ensnarement does not change the effects of powers that grab the target (Source: RAW, benefits only apply to grab attacks).
2.) Sash of Ensnarement allows for any grab to be sustained at reach 2 (Source: RAI/RAW. If you can grab at reach 2, it makes sense to be able to sustain it. Nothing in sustaining rules state target must be adjacent to you.).
3.) Sash of Ensnarement allows you to maintain a grab if you or the creature are pushed/pulled/slide 1 apart (Source: RAI. "Reach 2 for the purpose of grab attacks". As long as the creature stays within your grab reach, the grab is maintained.).
4.) You cannot transfer a grabbed creature to the Sash of Ensnarement that is currently being held in your hand. You cannot use the Sash to grab a creature when using an attack power that grabs a creature and requires a free hand. (Source: RAW. Nothing in rules to support transfering grabs).
5.) Grasping Weapon can be used in conjunction with Sash of Ensnarement to grab at reach 2, gaining the Grasping Weapon's enhancement bonus to the grab attack (Source: RAW.)
6.) Grasping Weapon encounter ability follows the same logic at GENERAL 3.). The creature is grabbed by the character, but not by using a free hand. The creature does not require a free hand to sustain the grab. (Source: RAI.).
7.) Grasping Weapon can be sheathed and any creature that was grabbed in an attack using the weapon remains grabbed (Source: RAW. Creatures are grabbed by the character, not the weapon).
8.) Sash of Ensnarement provides an excellent fluff explanation of how creatures are grabbed with powers that do not require free hands (Source: Fluff!).
Character builder doesn’t like two spiked gauntlets for the Brawler Bonus (amusing), so I had to edit the AC and Fort (+1 and +2).
+10 to hit at level 1. Whoo! That is crazy accurate. Bad part is your Brawler’s chance does not increase as steadily as other. +2 heroic/+4 paragon/+6 epic. As other people pick up magic items, they will catch up and surpass you, until you hit the next big bump.
Human was chosen for the obvious reasons. Extra feat, +1 fort and another at-will. 20/14/11 for the Fort and accuracy. You don’t have a shield yet (next level!), but it’s level one. Grab some creatures. Use a standard action grab one turn, and knock it prone the next (we don’t have pin down yet, but its still a fun thing to do). With two spiked gauntlets, you can keep two creatures on you. 20 fort at level one is a pain to escape, but not impossible.
For power selection, Grappling Strike is a no brainer. Knockdown Assault is a fun move to use a fully grabbed creature, and will get more powerful with Pin Down (prone targets cannot get up until the escape the grab). While we can’t use the third option yet (a shield power), we will be taking either Tide of Iron or Shield Feint. Once we get a shield at level 2, you will need to make a decision. If you have a lot of pits and dangerous terrain, Tide of Iron + the multiple move powers we will be taking will be amazing. Keep in mind that as per RAW, when you use Tide of Iron, the creature is pushed out of your grab reach (until you get Sash of Ensnarement), ending your grab. I’m pretty sure your DM won’t care as long as you shift forward.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 1,560
Level 2 is a very big level for Bob. Fort, AC and Reflex all gain a shield bonus. You gain Forceful Drag. Fighting Shield is in your Main Hand, and your Spiked Gauntlet is in your off hand, meaning you qualify for both your shield bonus and your Brawler bonus. This also means you don’t have to buy TWD or Brawler Guard. Talon Amulet gives us a nasty daily and an item bonus to damage (with CA), as well as more NADs. Razor Scale Armor does a fair amount of damage at this level, and is pretty thematic to boot. The guy has a bladed shield, spiked gauntlet, talon necklace and razor armor. Who wants a hug?
Grappling Strike and Forceful Drag are a very powerful combination. Grappling Strike grabs until end of your next turn. Next turn rolls around, drag the mob off to a fire. End your grab (that was ending at the end of the turn anyways) to knock him prone. Grappling Strike again. Mob cries and begins cooking.
Prone targets can no longer stand up. Remember those mobs we keep dropping in fires? Not going anywhere, even if they break free from the grab (can’t shift while prone, so they would have to spend a second move to stand up). Grabbed the final boss? Knock him prone for -2 to all of his attacks. Not buying anything this level so we can afford Boar Tusk Helm at level 5.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 4,160
Why waste a feat and a PP to get a 1d10 unarmed attack when you can get it at level 5? Boar Tusk Helm is unarmed, and you will be using it for any weapon attack, and any rider that has (Unarmed). It won’t qualify for (Main Hand) or (Offhand). Now you don’t have to waste your hand slot enchanting your gauntlets (+2 enhancement bonus to damage).
Rain of Steel (with a d10 weapon now) + grabs = fun times. The brawler daily is ok, but this is auto hit, and can affect more than one creature.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 5,960
Toughness gives you more HP. Daring Shot lets you to mass mark. Daring Shot will go well with Come and Get It next level. Grasping Javelin gives you a free grab once per encounter. Combine with Takedown Attack/Knockdown Assault,. Perfect way to open up an encounter (move, charge (knocks prone and grabs)). Simply put away the javelin after you use the encounter ability.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 9,360
You can now grab creatures at reach 2. You can also sustain these grabs at range. If you are going to use a standard action grab, remember to use your Grasping Javelin out when you do so for the extra bonus to grab. Come and Get it allows you to grab a decent chunk of the battle field and center it on you. You can even keep them marked for another turn with Daring Shot.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 12,656
More defenses! +2 to will. If you find yourself making a lot of standard action grabs, investing in Improved Grab at this level is not a bad call. We drop the thematic Razor Armor for Bloodiron Drakescale (you can keep it if you would like, but +2 AC against creatures you hit is pretty good). If you find yourself facing many encounters before an extended rest, Meliorating Armor is pretty nice.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 22,520
You gain 2 new encounter powers! Fighter’s Grit gives you another turn of freedom (yeah!) and Vampiric Heritage gives you a terrible method of healing (boo!). Just use your second wind if you need a heal. This bite attack you gain is worthless until it becomes a free action. Strikebacks give you +1 to OAs as well as a free reaction each encounter. Strikebacks on a Brawler are just so fitting. Periapt of Cascading Health gives you a free save once an encounter. You are a bit over budget here (120gp), so hopefully you can borrow that from a party member.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 30,920
You gain a lot of new toys this level. You mark in burst 2 on an AP, giving you another means to mark AoE. You get another hands free grab (Bloodseeking Strike), and you can recharge your vampire bite if you kill something (horray?). Your Brawler enhancement jumps up to +4 this level. Finally, you gained the Crushing Pin feat. Any creature that tries to escape your grab and fails takes Dex mod damage. You have two full fledged grabs attacks now (Grasping Weapon and Bloodseeking Strike) that do not take hands, not to mention Sash of Ensnarement. Dex mod damage starts to add up when you are sustaining two grabs and using Grappling Strike every turn.
You gained a Backlash Tattoo, giving you a MBA if a creature bloodies you and Boots of Eagerness, trading a minor action for a move. If you have been using your fighting shield and making a lot of MH/OH attacks (which Boar Tusk Helm cannot be used in), you will want to upgrade your shield to the +3 one soon.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 55,880
Close burst 1 daze that fires out of turn? I wonder how often that will be handy... Why hello there, Come and Get It! Daze lasts until the end of the TARGET’S next turn, so even the triggering enemy will enjoy a full turn of daze (as well as ending his currently turn). Upgrade your Javalin this level.
Fighter daily 15: Unstoppable Force (replaces Seize and Stab)
Magic Items (Expected GP = 112,000):
L15 (25,000 gp): Periapt of Cascading Health +3
L15 (17,000 gp): Bloodiron Wyvernscale Armor +3
L12 (13,000 gp): Battlestrider Greaves
L11 (9,000 gp): Grasping Javelin +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Strikebacks (heroic tier)
L8 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Sash of Ensnarement (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 101,040
You can take Unyielding Avalanche, but its just Rain of Blows with a couple of tiny upgrades. Unstoppable force is somewhat amazing. Move 6 squares. Attack every enemy you are adjacent to (pushing 1 and knocking prone on a hit). In mind of this, drop your boots of Eagerness and pick up some Battlestrider Greaves (move seven squares!). Pick up some dice for some fun and games.
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 126,040
Ok, so enemies no longer gain +2 to hit you when you are dazed, stunned, flanked etc. Sweet. Defiant Shield? Encounter stance? No longer can be forced to move? +2 power bonus to ALL defenses? Once you’ve got your creatures grabbed, live it up. This power is AMAZING. No one can move you, and you are rocking a +2 defenses. Add in a reach 2 grab and just get your allies to keep pushing enemies in.
Ring of the Dragonborn Emperor for some good times.
Oh, hey. You can now use your Vampire Bite as a free action when you grab a creature you have marked. And this power recharges when you kill a creature. Enjoy the free healing!
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L15 (25,000 gp): Ring of the Dragonborn Emperor
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Strikebacks (heroic tier)
L8 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Sash of Ensnarement (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 492,974
Second wind no longer gives you any defenses, but you still get a MBA. Ring of Personal gravity gives you some move protection (couple with Sash means you should be pretty hard to break off your targets) and the daily is somewhat insane (no save ends? Wtf!). Stone of Earth for a reroll when you need it. Upgrade your Javalin. Time for epic!
Fighter daily 19: Smash and Grab (replaces Staggering Blow)
ITEMS
Spiked gauntlet, Javelin (5), Adventurer's Kit, Climber's Kit, Fighting Shield Heavy Shield (heroic tier), Sash of Ensnarement (heroic tier), Backlash Tattoo (heroic tier), Strikebacks (heroic tier), Battlestrider Greaves (paragon tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Bloodiron Stormscale Armor +4, Boar Tusk Helm (paragon tier), Ring of the Dragonborn Emperor (paragon tier), Periapt of Cascading Health +4, Ring of Personal Gravity (paragon tier), Grasping Javelin +4
Magic Items (Expected GP = 800,000):
L20 (125,000 gp): Periapt of Cascading Health +4
L18 (85,000 gp): Bloodiron Stormscale Armor +4
L17 (65,000 gp): Boar Tusk Helm (paragon tier)
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L16 (45,000 gp): Grasping Javelin +4
L15 (25,000 gp): Ring of the Dragonborn Emperor
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Strikebacks (heroic tier)
L8 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Sash of Ensnarement (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 492,974
As a paragon path that can burn through surges like candy (free actions woo!), why not take an epic destiny that gives you 1d4 back every 2 encounters? Not a whole lot to buy this level, everything costs a bit more than 300k…
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L16 (45,000 gp): Grasping Javelin +4
L15 (25,000 gp): Ring of the Dragonborn Emperor
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Strikebacks (heroic tier)
L8 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Sash of Ensnarement (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 1,100,974
13 damage for sustaining your grab? Sure, why not. It might not seem like much, but it adds up over the course of the fight. Battle Furor is a great way to use Blood Drain in advance (allowing it to recharge easier).
+3 item bonus to AC whenever not bloodied? Seeing as you can heal to bloodied as a minor, and have multiple forms of healing, why wouldn’t you have this bonus? And you should be floating in temps when the fight starts!
Fighter daily 25: Hammering Pommel (retrained to Clawed Ancestor Rage at Adept Power) (replaces Rain of Steel)
Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): Agile Nagascale Armor +5
L25 (625,000 gp): Periapt of Cascading Health +5
L21 (225,000 gp): Grasping Javelin +5
L17 (65,000 gp): Boar Tusk Helm (paragon tier)
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L15 (25,000 gp): Ring of the Dragonborn Emperor
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Strikebacks (heroic tier)
L8 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Sash of Ensnarement (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 1,916,974
Clawed Ancestor Rage. Minor action grabs at reach 2. More auto damage. Creatures now take damage for trying to escape, starting their turn and when we sustain the grab.
+3 item bonus to our surge value. Keep the Dragonborn Emperor Ring around for once a day fun, but the other two rings should be your static rings.
Fighter daily 29: Force the Battle (replaces Unstoppable Force)
ITEMS
Spiked gauntlet, Javelin (5), Adventurer's Kit, Climber's Kit, Fighting Shield Heavy Shield (heroic tier), Sash of Ensnarement (heroic tier), Backlash Tattoo (heroic tier), Strikebacks (heroic tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Ring of the Dragonborn Emperor (paragon tier), Ring of Personal Gravity (paragon tier), Boots of Caiphon (epic tier), Boar Tusk Helm (epic tier), Agile Titanscale Armor +6, Ring of Free Time (epic tier), Grasping Javelin +6, Periapt of Cascading Health +6
Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): Agile Titanscale Armor +6
L30 (3,125,000 gp): Periapt of Cascading Health +6
L29 (2,625,000 gp): Ring of Free Time (epic tier)
L27 (1,625,000 gp): Boar Tusk Helm (epic tier)
L26 (1,125,000 gp): Grasping Javelin +6
L24 (525,000 gp): Boots of Caiphon (epic tier)
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L15 (25,000 gp): Ring of the Dragonborn Emperor
L12 (13,000 gp): Stone of Earth
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Strikebacks (heroic tier)
L8 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Sash of Ensnarement (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 13,756,374
What’s there to talk about? You are a machine. Your defenses are pretty dang good. You can grab at range, and have multiple grab attacks (and a grabbing rage, which stacks with a stance). Go choke some bad guys.
Changing the Paragon Path frees up a feat, allowing you to investing in improving your standard grabs, damage or even more defenses. It also means that going Undying Warrior is much less attractive. Popular PP choices are Dreadnought, Pitfighter (if you switch to a Wis focus), Shock Trooper (need to upgrade MH), Kensai. Winters Fury is very strong if you MC Barb low level and invest in Frost Cheese at 16. Popular EDs would be Ceaseless Guardian, Demigod.
Item variations are pretty interesting. As mentioned earlier, changing your belt means you can no longer grab creatures at range (with no hands), but nets you +Fort and some healing. If you would like to focus on standard action grabs, there are +3 grab gloves and +2 grab boots (both item, so pick one), and the +4 feat bonus from Improved Grab. If you decide to change your helm, you will need to invest in magic spiked gauntlets (taking up your hand slot), not to mention the size will be 1d6 until you invest in feats.
Ignoring PPs, changing your helm, belt and ED to Demigod would need you +4 Fort and +4 will. Not too shabby.
You can also not MC into Barbarian at level 24, freeing up another feat (and allowing you to keep Striking Resurgence).
Fighting Shield MH + Spiked Gauntlet offhand = Shield and Brawler bonus. Can use all shield feats (+2 fort and +2 will). Qualify for hands free powers, MH/OH powers, shield powers.
Boar Tusk Helm = +2 prof., 1d10 (enhancement 2/4/6) unarmed weapon. Used for all weapon and unarmed attacks. Even if both hands are grabbing creatures, you can still attack using your face.
Grappling Strike (first turn) + (second turn) Forceful Drag + Grappling Strike is a prone for a move action.
Sash of Ensnarement allows you to ignore forced movement to a certain extent (creature remains in your grab reach if you are moved only 1 square apart).
Grasping Weapon + Charge + Knockdown Assault/Takedown Attack = Hands free, full grab. First turn is quite likely.
Comments welcome!
I'd love to hear how some CharOpers think grabs without hand requirements work =p.
Nice to see our little discussion put into effect However, I would stay away from the Fighting shield (an item i myself was considerating) due to the fact that "you can use it as a weapon..." property. The wording, by RAW, seem to indicate that it is not a weapon so it should not count for the brawler's defense bonus.
Actually Play'ng:
Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.
That is a very neat trick you pulled combo-ing everything with the fighting shield. Probably not at all as intended, but neat nether the less.
Something that looks like a glaring weakness is your susceptibility to status effects targeting Will. Your will is quite low, though it doesn't look so bad in the level 30 summary, that is mostly thanks to Epic Will at 30th. Something like Persistent Threat or the Ceaseless Guardian ED is needed to deal with the fact that dazes and stuns instantly break your grab. You can mitigate the effects with something like Martial Resolve and a Nullifying Ring or another save booster though.
Nice to see our little discussion put into effect However, I would stay away from the Fighting shield (an item i myself was considerating) due to the fact that "you can use it as a weapon..." property. The wording, by RAW, seem to indicate that it is not a weapon so it should not count for the brawler's defense bonus.
Pretty sure it still works. Spiked Chain is "treated" as a light blade, and no one ever claims you can't sneak attack with it. Some might argue you can't enchant it, but it qualifies for feat/class features. CS has been fairly reliable about ruling that as well.
That is a very neat trick you pulled combo-ing everything with the fighting shield. Probably not at all as intended, but neat nether the less.
Something that looks like a glaring weakness is your susceptibility to status effects targeting Will. Your will is quite low, though it doesn't look so bad in the level 30 summary, that is mostly thanks to Epic Will at 30th. Something like Persistent Threat or the Ceaseless Guardian ED is needed to deal with the fact that dazes and stuns instantly break your grab. You can mitigate the effects with something like Martial Resolve and a Nullifying Ring or another save booster though.
Isn't that what CharOp is all about? =D
I was looking at Ceaseless Guardian, but I wanted something a little funner that synergized with Bloodknight. I'll be honest, I usually only play in heroic and paragon games. Persistent Threat is an easy enough feat to pick up. I can also bump up Will up a couple more points by taking out 1 point from Con (just wanted another surge) or even dropping Dex a little. I switched that around a bit, dropping Defensive Advantage for Persistant and raising Will by one more.
I like the build, it's got a lot of flavor and it's certainly different. The only problems I might forsee is teleporting foes (luckily there's not a huge amount of those). I like how, as a result of trying to pump Fort for your grabs, you've essentially locked a DM out of an attack type. At something like level 21 a DM is probably likely to look at your Fort defense and just go "Oh forget it" for any Fort based attacks (which several forced movement ones are).