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Thanks very much Solspiral. I had priced it based on a couple items that grant bite attacks, so I'm not sure if upping the price is the way to go, and there is a line in there about improving existing bite attacks, but yeah, I really love the item, just couldn't think of anything to give it extra oomf without making it silly.
Here's mine, I'd love some feedback: Quote:
I've been looking at several combat maneuver using characters recently, A Tetori Monk, an Oracle of Battle Sunder Monkey, a Tripping Lore Master, a Dirty Trick and Steal Maneuver Master, and I got to looking at the support maneuvers have gotten since the release of core. You can do a lot more with maneuvers now than ever before, between maneuver focused archetypes and feats like Ki throw, Spinning throw, Body Shield etc. there's some mighty fun things you can do with maneuvers. What else do people want to use their CMB for? What new maneuvers or new uses of old maneuvers can people think of? Personally, I'd love to see some kind of maneuver for "hitching a ride" on big monsters, Shadow of the Colossus style, climbing to their weak spot and giving them what-for. Or a use of grapple that lets you pull some more unorthodox wrestling moves, suplexing, power bombing, whatever that luchador move is called where they spin around your shoulders then throw you ten feet. Dirty Trick and Steal need some love in the different uses department, maybe a way to kick dust in your opponents face as you move in for the kill or snatch something off an enemy's belt and immediately toss it to a companion. What do you guys think?
Gauss wrote:
The specific states -automatic damage (from other listings of the word automatic in the rules without indication of a furthur action this indicates that it isn't an action at all)-it states that you get said damage on each successful grapple check. Part of a successful grapple check is applying one of those options. With your interpretation, a creature with grab can not move, pin, or tie up (for higher int creatures with grab) since it doesn't specifically state you can do those things in grab. Making grab super extra worse. Note to your note: I figured as much from your farscape quoting earlier. Still needs to be hammered out for future finders of this thread. And for Tetori monks everywhere
Gauss wrote: Ok. From Grapple itself Quote: Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple). Grab adds the damage of the attack that established the grapple automatically. Nothing in grab stops you from pinning moving etc. Dealing damage twice is probably the least horrible thing a monster could do. Tigers don't stop killing their prey when they drag them off into the woods.
Gauss wrote:
Your interpretation requires much more reinterpretation than mine does. If either of your explanations were correct there would need to be further text for evidence. Mine works without such text as each successful grapple check explains everything.
Talonhawke wrote: Except they have to make all 3or 4 rolls not one check that depending on size may be even easier than attacking to pull off especially with the +5 if they don't escape on their turn. Yep. Players should fear being grappled. Without it, it is never a good idea for a monster to grapple against a party.
Talonhawke wrote: Scourge you do realize just how brutal your making things with construct if you go that route allowing them 3 damages off one roll each round Quite. Otherwise, grappling is ALWAYS the worst option for monsters. While it sits and grapples one PC the rest of the party gathers round and begins the curb stomping process. It's no worse than something with 3 or 4 primary natural attack full attacking. And yes I missremembered Rapid Grappler.
Gauss wrote: It does. Here: Quote: f 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. Doesn't say you have to choose the damage option
Gauss wrote:
You run into issues when Greater Grapple and Rapid Grappler come into play. Because then you can attack (or full full attack with RG) AND maintain, no questions asked.
Gauss wrote:
My additions are bolded You deal damage from grab no matter what you do when maintaining. If you choose the damage option you deal damage twice.
Gauss wrote:
The general rule about rules is Specific Trumps General. Always has been. The general grapple rules are indeed changed when grab gets involved. Lets just post the whole thing here shall we:
Quote:
No problem here. Quote: The creature has the option to conduct the grapple normally, or simply to 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. Here's where things get sticky, because this: Quote: A successful hold does not deal any extra damage unless the creature also has the constrict special attack. is refering to the previous paragraph. Otherwise the whole thing makes no sense. Quote: 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). Here we see that without constrict it deals the damage that established the hold (bite or claw in the case of our Tiger) but if it was say, a Giant constrictor snake, it would deal its bite damage as well as its constrict. Quote:
The rest is once again n problem. You see where I'm coming from now?
Quandary wrote:
A situation I didn't consider. But my point still stands about pounce. Edit after your edit: My mistake.
Check my link again. That's right from Grab. Saying if you constrict you deal constrict damage as well as grab damage. If you do not constrict (whic can only happen if you don't Have constrict) you only do grab damage. As far as Rake goes this: Quote: In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. I can see is being interpreted either way. Free could imply you get those as a free action on top of whatever you do to maintain the grapple but I could also see it being interpreted as Quandary says. Also: you can't rake on a pounce. You need to be maintaining, not initiating. Quote: A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.
There's nothing to support that.
Quote: 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). bolded is mine. If you choose the damage option you deal damage for grab AND from choosing that option.
One of my players brought up the idea of using the Drag combat manouver to move a comrade away from an enemy and toward the cleric. Normally, moving out of a threatened area provokes, but using the Drag combat maneuver without Greater Drag doesn't cause the moved target to provoke. Is this a legitimate tactic? Is there a way to willingly let the combat manouver happen (like with willingly failing a save against a spell) or would the Dragger still have to beat the Dragged's CMD?
Ahh, I see now. I was thinking constricting was a choice making the second statement qualify the first. Now I realize that This: Quote: A successful hold does not deal any extra damage unless the creature also has the constrict special attack.Is a qualifying statement for this: Quote: 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. So grab always deals damage when you make a successful grapple check unless you're using the -20 chunk of the ability. And this is simplified grapple rules. How did anyone keep this straight in 3.5?
Blave wrote:
I don't believe this is correct. The damage option for grappling states: Quote:
You don't actually make an attack, you just deal damage equal to one of your natural attacks. The snake just bites down harder I suppose. Unrelated to the above but it should be noted that the extra damage from grab doesn't happen unless the creature also has constrict.
lowew wrote:
From my understanding (and I'm playing a Tetori monk in an upcoming game so I've had to learn the grapple rules inside and out) this is the correct case. If you have both grab AND constrict, anyone unlucky enough to be in this hapless PC's situation is in a bit of a pickle.
Aiding in a grapple is exactly the same as Aiding Another to attack. No damage bonus, just a +2 to cmb. In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack. You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.
Sirokko wrote:
Quote:
*ahem* Suli are neat but with Elemental assault only usable once per day it's not worth you FCB. You'll get far more milage out of the hp or even skill points
wraithstrike wrote:
As I said in my earlier post, I don't allow Summoners. Not because of mechanics. But because there is no satisfying way to separate the fluff from the mechanics. It's too ingrained in the Eidolon and the Summoner's own abilities. Period.
Well that escalated quickly. The only class I out and out ban from my campaign setting is the Summoner. Not because it's OMGHAX Broken, but because of the nature of extaplanar entities in this particular setting. They are pretty much the only class that I can't come up with a sufficiently satisfying refluffing to make them fit. In my experience, if you're logical about your reasons and explain them to your players, they'll be pretty cool about it and play something else. More than anything, calm, constructive discussion can solve most problems like this.
TheSideKick wrote:
Yes. Tetori is the only reason I'm entertaining the idea of grappling at high levels. Without it there's too many win switches against grapplers
A couple friends are putting together a big 4 part Pathfinder game this year. 4 "modules" one each at levels 4, 8, 16, and 20. I'm no stranger to Pathfinder but I want to give myself a challange. I'm looking to see if I can make a Tetori monk work through all four modules. What better place to get some feedback than in this thread! I'm thinking a Pro-Wrestler style personalty for him, a kind of cross between Zangief, Minsc and that red haired guy from Jackie Chan Adventures. Race: Hobgoblin
Here's my feat progression so far broken up by each round, let me know what you think/how I can improve/why this is a dumb idea etc. Round 1
Spoiler:
1: Snapping Turtle Style B1: Improved Grapple B2: Stunning Pin 3:Snapping Turtle Clutch Round 2 Spoiler:
5: [open] B6: Greater Grapple 7: Jawbreaker (maybe, helps shut down verbal only spells but there's other things I can do with my stunning fist attempts) Round 3 Spoiler:
9: Rapid Grappler B10: Pinning Knockout 11: Bonebreaker (again, maybe. Ability damage is gravy but I'm not sure if it's worth the prereq or if there's better things to do with the feat) Round 4 and five are open as far as feats go except I'll be swapping out something to get abundant step back and picking up dimensional agility. The one thing I'm really concerned about is the few occasions where I'll be unable to grapple. How do I keep him useful in these situations? Theoretical Grapple numbers are looking like this:
Spoiler:
Level 4: +12 =4(level)+4(str)+2(imp. grapple)+1(amulet of MF)+1 (hobgoblin FCB) Level 8: +25=8(level)+6(str)+4(grtr. grapple)+1(amulet of MF) +4(grab)+2 (hobgoblin FCB) Level 12: +32=12(level)+7(str)+4(grtr. grapple)+2(amulet of MF) +4(grab)+3 (hobgoblin FCB) Level 16: +40=16(level)+9(str)+4(grtr. grapple)+3(amulet of MF) +4(grab) +4 (hobgoblin FCB) Level 20: +50=20(level)+12(str)+4(grtr. grapple)+5(amulet of MF) +5 (hobgoblin FCB) +4(grab) An additional floating +6 can be factored in from a few spells that add to grapple cmb Thoughts?
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