Also, I had a bunch of questions answered related to the Tetori Class and grappling with a bunch of feats, and the nice folk here answered it. Might give you an idea on how to further use Grapple:
Oh hey. Thanks guys! I really appreciate it. Grappling multiple people might be more interesting. One arm for each and locking the other one with my legs! ;)
I appreciate it guys, and Favorited this so I can refer to it for any future grapple shenanigans. Thanks again!
Alright, rules for Radiant Charge (Bolded emphasis mine):
Radiant Charge:
When you charge, you do so with the power of faith.
Prerequisites: Lay on hands class feature.
Benefit: When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
With a Lance on Horseback and/or a Critical Hit, I know you don't multiply the additional damage dice, but how about the additional Charisma Bonus Damage? And why not? I took a look at the "Multiplying Damage" rules in the combat section, and nothing really jumped out at me.
@ Lantzkev/Drakkiel: Yeah, I had already mentioned how silly the whole pin thing was, and how easy it is to do to my GM. I'm sort of just evaluating all my options, to perhaps make things more interesting. You can't charge/grapple/pin/tie up in one round though, can you? Move is consumed by charge, attack initiates grapple, and then with rapid grappler you use the swift to pin them, so you'd need to tie up next round? Or does the character have some means of getting an extra move?
So while you grapple experts are here... Pin takes the whole body, so as your standard humanoid I can't grapple multiple characters/monsters without taking -20, right? The actions are there to maintain multiple grapples.
@Drakkiel: Hmmmm, right. "Hold" is that thing where you only grapple them with your attacking limb from a Grab, right?
So then the Grab damage only applies to Hold then. Interesting. I appreciate the help! Thanks again!
@Neo2151: Yeah... but I'm in the Wounds and Vigor system in our game, so theoretically with this double non-lethal damage thing from Knockout Pin, I can do a lot of HP damage (Since non-lethal does vigor damage). Anyhoo, it's painful, hence I haven't built one until now, but I'd settle for an Official Paizo Grapple Flowchart, personally. I know no tabletop game company likes to admit a flowchart may be needed, but it'd be a great help.
@Neo2151: Excellent point. I have considered this... And since the Tetori Monk unfortunately doesn't get Flurry of Blows, arguably the most desirable ability of Monks, I'm tempted to get in a level of fighter or something, and grab some heavy armor, forgoing bonus movement and WIS AC bonus. It's nice that the Tetori doesn't get any of the grappled penalties either. This would mitigate some of the full attacks wailing on me, with all the penalties they'd take.
I suppose I also get Stunning Pin as well. So that may be able to mitigate it some.
@ Drakkiel Ah, excellent! Thank you very much. That makes more sense. Definitely forgot the PIN part, figures when I'm writing this stuff late! :D Also makes sense that one cannot make the fire non-lethal.
Though... I was under the impression that Grab gave extra damage, due to the flow chart, Blog and the following from Grab (emphasis bolded):
Grab wrote:
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Does this not mean that Grab deals bonus damage?
Also, separate question: If I only made an attack action for the first attempt to initiate grapple, could I then use my move action to immediately maintain and pin?
I'm attempting to go down the rabbit hole that is The Grapple Rules. Tetori seems interesting, but it throws in Grab and the like, which makes things complicated.
I did some research beforehand, so I just wanted to confirm if the following are true:
Alright, so, let's say it's a level 13 Tetori, since I think that's the most murky.
I have Improved Grapple, Greater Grapple, Rapid Grappler, Pinning Knockout, and Grab that can be activated on creatures my size or lower for 1 ki, or one size larger for 2 ki. Let's say I also have Power Attack, and an Amulet of the Mighty Fist +1 Flaming, with a 16 STR.
So, If I wanted to grapple someone, I'd...
1.) I spend 1 ki point before I start any attacks, to make ALL of my attacks gain the ability to Grab creatures my size or smaller. Nevertheless, I decide to do a move and then an Attack Action with Unarmed Strike and Power Attack. Power Attack lowers my AB and CMB by -3. But, I add +4 to my CMB from Improved+Greater Grapple, and by virtue of simply possessing the "Grab" ability, I gain another +4 to my CMB.
2.) Round Passes, the creature tries to escape my sexy oiled wrestler body, and fails.
3.) New round starts. I decide I still want Power Attack activated, giving me -3 to my AB/CMB. I take a move action to maintain my grapple via Greater Grapple, and succeed. I don't need to spend anymore Ki points, as for the rest of the grapple, I'm treated as having Grab. Therefore, after my success, I deal automatic damage from Grab, which is equal to 2d6(Unarmed Base)+3(STR)+6(Power Attack)+1d6+1(Flaming +1)=3d6+10. After that, as part of my maintain, I decide to use the "Damage" action, and decide to do nonlethal damage. I deal the aforementioned damage again, and after getting my damage result, per Pinning Knockout, my non-lethal damage result is doubled.
4.) I use my second move action to make another Grapple Check as per Greater Grapple, and succeed. I get bonus damage from Grab again, and I decide to do the "Damage" action again with nonlethal damage once more. Effectively I've done the same as I did with the previous move action.
5.) I use my swift action to make yet another Grapple Check, as per Rapid Grapple, and repeat the process over again.
6.) In the second round, with the three grapple checks, I have now dealt 6d6+30 Bludge + 3d6 Fire Lethal Damage, and 12d6+60 Bludge + 6d6 Fire Non-Lethal Damage.
Please tell me what I did wrong. I phrased things in no uncertain terms so as to make it easier to pick on. Once there's enough input, I'll edit as necessary and post a new step-by-step for review incorporating corrections.
Question: What the heck does Soften Earth and Stone do in regard to creating collapse/landslides? Everything seems centralized on the Bury-Zone, but the spell says to not use the "bury zone". If there's no bury zone, where is the slide zone? This seems very vague, so any help is appreciated.
"...While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment)."
"Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, but even if they survive they might be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-wide slide zone extending beyond the bury zone. A weakened ceiling can be spotted with a DC 20 Knowledge (engineering) or DC 20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet of a weakened ceiling.
A weakened ceiling might collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding up the ceiling.
Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.
Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead.
Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check."
Mildly related... I also considered how this compares to say... wielding a one-handed weapon and then two-handing it for the strength/power attack bonus as a free action, and then free-actioning back to one hand to satisfy the requirements for Crane Wing, etc.
Not sure if that really helps stimulate any arguments or not, I'm new to natural weapons, so *shrug*.
I appreciate the arguments so far though, and I look forward to any other findings!
Figured I'd ask. There's things like Crane Wing, or Deflect/Snatch Arrows, and a number of other feats and class abilities, that have a "when you have at least hand free clause".
So, do claws count as hands? Logically, claws can come in all sorts of shapes and sizes as part of a hand, and for things like Deflecting it would make a sort of sense.
Mechanically, I'm imagining these things were worded to specifically exclude people who have a weapon in their offhand, which people with claws do.
So, thoughts? rule quotes? erratas?
I'm asking since I think a Barbarian raging, deflecting arrows and/or attacks... is pretty awesome :p
Thanks, your speedy reply is most appreciated, as always! I found that by multiclassing the Weapon Adept Monk Archetype with the Inquisitor... that you get some class that slightly resembles the Avenger from 4th Edition D&D, which is spiffy.
Playing fanatical nutjobs from esoteric religious orders is always fun :D. Especially if you roleplay them like Alexander Anderson from Hellsing Ultimate! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAMEN, hahahaha.
Hey James... Asked you a question back in November of last year, appreciated the answer. But of course, as you know, players are never satisfied... especially since I couldn't find any satisfying answers on the forums :p
Here's a question for you:
How do abilities that allow you to roll two d20s instead of one... interact with reroll abilities?
Do you reroll both d20s? Only one? Or...?
Here's some context (links lead to Paizo PRD entries):
The Perfect Strike ability lets me roll two dice for an attack roll, and choose the higher result.
The Inquisitor's Preacher Archetype has the determination ability, which can let me re-roll an attack roll before the result is known.
Hence, if you use both of these abilities on one attack roll, what is supposed to happen, or at the very least, intended to happen? Apart from my GM throwing his rulebook at me, anyway :P
I was going to make this long question thread, and then I found this, and I'm like "Wow, James is a totally agreeable dude".
Anyhoo, question:
The Make Whole spell can fix destroyed Magic Items. Can it also fix destroyed mundane items, or only destroyed Magic Items?
Also, I read about your intention for this spell here, and it's most appreciated, I always found the "save the magic items over myself" to be silly as well. So Thanks!