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Weren Wu Jen wrote:

2) If you successfully grapple, you moved them adjacent to you if they weren't already. You and the target gain the "grappled" condition. This is the end of the first round and all that you can do.

Actually according to James Jacobs (source) you can "maintain" the grapple in the round you initated the grapple (if you have your move action left) which lets you pin/move/damage the opponent in the first round.

[edit]

If you want to have REAL fun you take rapid grappler too for a 1-round-tie-up (have fun winning 3 cmb checks)


Justin Sluder wrote:


AC 15, touch 8, flat-footed 15 (+7 natural, -2 size)

I was under that impression too until I found this post from James Jacobs.

James Jacobs wrote:

The Giant template (all the simple templates, really) work best when you're in the middle of the game and need to adjust a stat block quickly and on the fly. When the simple template says "increase size" that just means it takes up the correspondingly larger space and reach, really—the streamlined stat changes that come with the Giant simple template replace the more accurate ones you'd use if you were rebuilding from scratch.

If you're building a creature beforehand, you should manually increase the creature's size by just rebuilding the creature and applying all the size changes by hand, as described on pages 295–296 for "adding Racial Hit Dice." The result is not only a lot more accurate stat wise, but it also allows you to adjust the CR a lot more accurately based specifically on the monster's actual stats and how they line up with table 1–1.

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:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

The PRD version of Haste says (how) it works with natural weapons


Additionally:

PRD-Half Dragon Entry wrote:
Type: Creature type changes to dragon.

A Half Dragon is not an animal so it would not be legal even under 3.5 rules (unless you have a special feat allowing you to have a dragon "animal" companion).


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:
Majuba wrote:
DC to active is 20. Whether you can attempt to activate a Staff while emulating a higher caster level than the minimum (since staves use the wielder's caster level) is an open question.
i believe staves use your own caster level or the staves, whichever is higher.

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:

What's the UMD DC for activating staves?

Is it the static DC 20 as with wands or is it the same DC as scrolls or is it something else?
prd wrote:

Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.

The "Wand" DC is for Spell Trigger Items so 20 it is.


From the Core Rulebook FAQ:

Quote:

Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver

link

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.


What about grab?

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


Quandary wrote:

is either Rend ever presented as a distinct attack?

universal monster rules - rend (prd) wrote:

Rend (Ex)

If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 the creature's Strength bonus.

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:

And in the other corner:

Rend adds damage to an attack; it's not an attack in and of itself. Just as power attack won't increase sneak attack damage or constrict damage, it won't increase rend damage (although it DOES increase the damage inflicted by the attacks that are necessary to trigger rend in the first place).
-edit- He's probably talking specifically about the Rend monster ability (since he mentions how often it leads to PC deaths), but it should still hold true for Two-Weapon Rend.

Well, the we need a referee: Mark Moreland

Quote:


The rend universal monster rule grants the creature an additional damage roll after successfully making two different attacks. Since it's a melee damage roll from a different attack than the first two, it gets Power Attack as well.

Thus, a GM applying Power Attack to a rend damage roll is operating completely within the rules.

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).
I still dont like the idea of taking the squishy/caster out of combat in 1 round. (against "melee" type characters and monsters grapple is usually a bad option, I know.

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?


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Ssalarn wrote:


I didn't think it was possible to apply the pinned condition via the grappling mechanic without the same person taking at least two standard actions. I suppose a Maneuver Master could potentially pin a succubus before she got a turn in, but I can't think of any other ways to go about it.
We established fairly early on in the thread that a grappled succubus can use her ability on the person performing the grapple. I suppose if you could pin her before she got a turn in, you could potentially stop her from getting an Energy Drain in. Hopefully you also avoid the Will save to avoid then tying up all of your friends and letting her loose to have her way with them.

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:

You must declare you are using stunning fist before making an attack roll with unarmed strike.

Grappling is an attack roll, as are all combat maneuvers. While RAW you can't treat it as a weapon-based attack, it is an attack and a successful hit deals unarmed damage, so I think stunning fist should be applicable to it, as long as your grapples are doing unarmed damage (ie, not using the grapple check to go for a pin or something rather than laying in muay thai knees).

stunning fist, prd wrote:


Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw
combat section, prd wrote:


Unarmed Attacks: ....

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:


say I have orc 1 grappled and susceed on a standard action then I have a free grapple has a move action due to greater grapple?

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:

Round 1: charge + punch

Round 2:
- standard action: grapple
- move action: grapple check (with +5) to move/harm/pin opponent
Round 3:
- move action: grapple check (with +5) to maintain grapple and move/harm/pin opponent
- standard action: if maintaining has been successful you can punch him (or someone else) etc. otherwise you can use the action for a second grapple check (with +5) to maintain grapple and move/harm/pin opponent
Round 4: like Round 3 etc.

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.
It does not allow you to make a grapple check as a move action so you are not able to start (or revert) a grapple and pin (or take another grapple action) in the same round.


Christopher Rowe wrote:

That summoners riding their eidolons shouldn't be required to make ride checks in circumstances where, say, the rules clearly dictate that cavaliers riding their mounts must?

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
Stay in saddle - applies
Fight with a combat-trained mount - debateable because the check is required to direct the mount to attack which should be something the eidolon can do on its own
Cover - should apply
Soft fall - should apply
Leap - should apply
Spur mount - should apply (and the eidolon should whip you later for that)
Control mount in battle - nope (you do not need to control the eidolon in this way)
Fast mount or dismount - should apply