Justin Sluder wrote:
I was under that impression too until I found this post from James Jacobs. James Jacobs wrote:
So if you add the Giant template you do not modify the existing size modifier of the base creature (resulting in a slightly higher AC and Attack Bonus and a slightly lower CMB&CMD)
HammerBrother wrote: I am playing a 7th lvl monk and i have haste on me. I would like to know would i have 3 attack or 4 with my Flurry of Blows. Because a monks fist is both weapon types Nat and Man, and haste says it dosnt work with nat weapons. PRD-Haste wrote:
The PRD version of Haste says (how) it works with natural weapons
Hawktitan wrote: You only apply the str 1.5x once. Though I once designed a hydra-like elidon that focused on bites but also used a 2h weapon with an arm evolution. Basically it had 1.5x str on it's bites AND weapon attacks. It was pretty scary, forget the summoner, I'll play that monster :D. Ok, the first head has 1.5x str (bite evolution from quad/serpent + 1 additional bite evolution) but the remaining heads should have 1.0x str because you can take the bite evolution only 1 time per additional head or am I mistaken? I recall that there was some dispute if a humanoid eidolon could take the bite evolution 2 times to get 1.5x str on bite attacks. Was this clarified/faq ? Also if you are using a manufactured weapon all your natural attacks become secondary attacks so they should use only 0.5x str on damage rolls. (imho)
asthyril wrote:
I believe he is talking about using a separate use magic device check to emulate a class level (of check result - 20 in a spell-casting class) while activating a staff which can lead to a higher effective caster level for activating the staff.
leo1925 wrote:
prd wrote:
The "Wand" DC is for Spell Trigger Items so 20 it is.
From the Core Rulebook FAQ:
Quote:
So if you can explain to your GM how you are using your net to Bull Rush he might allow you to apply your +5 bonus but normally you dont Bull Rush with a weapon.
Quandary wrote:
universal monster rules - rend (prd) wrote:
Universal Monster Rules - Rend is clearly presented as a distinct attack. Therefore DR and Power Attack should apply to Rend (Monster). For Two Weapon Rend I aggree with Quandary if TWR is not interpreted as special attack adding the damage to the 2nd attack (only 1 time DR and no PA)
Grick wrote:
Well, the we need a referee: Mark Moreland Quote:
However, the rend monster ability has a different wording than 2 weapon rend
Well, you have a point there and I think I would reconsider if it comes up (in booth ways since its also a very good option for an encounter).
Only for clarification, what ist the 5th feat? (Rapid Grappler,Greater Grapple, Improved Grapple, Improved Unarmed Strike and ?). If you succeed in your first attempt and then fail in one of the following checks you still have an pinned opponent which is afaik unable to full attack. As for numbers ... is the enhancement bonus for a whip applicable if you are grappling via whip mastery?
Ssalarn wrote:
Rapid Grappler Cuddle (standard action) -> maintain cuddle to pin (move action via Greater Grapple) -> tie up (swift action via Rapid Grappler because you just maintained as move action) = instant bondage in 1 round I don´t think your friends will object ....
I stand corrected (James Jacobs answered in a post that you can make the second grapple check as move action in the opening round source ) I would houserule against this on my table because it would allow for tie up in one round as TGMaxMaxer stated. (And with Body Bludgeon you can even hit a foe with your opponent in the first round :) )
StreamOfTheSky wrote:
stunning fist, prd wrote:
combat section, prd wrote:
So "unarmed attack" is an attack type (combat section prd) and stunning fist specifically requires this attack type. Combat maneuvers have an attack roll but are of the type "combar maneuver" not "unarmed attack" therefore you cannot apply stunning fist to the grapple combat maneuver.Lobolusk wrote:
Greater Grapple lets you maintain a grapple as a move action (thus freeing your standard action). If you start your turn grappling an foe you can maintain the grapple as a move action (Greater Grapple) and if you succeed pin him (Action for the successful maintaining of the Grapple) and the use your standard action to attack him (using stunning fist if you like) or tie him up which should be the better option in most cases.
Liam ap Thalwig wrote:
I respectfully disagree with round 2: you cannot use the move action for a grapple check because Improved Grapple only lets you maintain a grapple as a move action freeing your standard action.
Christopher Rowe wrote:
For the ride checks I would only require certain checks because the eidolon is intelligent and communicating with the eidolon (and giving orders) is a free action for the summoner. So from the ride skill section of the prd: Guide with knees - should usually not apply
|