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Gwen Smith wrote:

Maintaining a grapple normally can't be done as part of a full attack action: it is usually a standard action, or a move action with Greater Grapple. Even with Rapid Grappler (which lets you use a swift), you have to maintain as a move first and then make another check as a swift.

Not having the grappled condition is good, but you can't maintain grapple and full attack at the same time.

yeah for some reason I didn't at all think of this, that's a good point. However, if you just maintain as a move action with greater grapple, then use your standard action to do your claw attacks then that would be fine, according to the rules, but this would definitely be suboptimal for this particular build, or any at all that has a focus on grappling.


EvilMinion wrote:

Nor can you use bite attacks when your mouth is already occupied holding onto your target.

If you mean using your bite attack outside of using it to damage an opponent with a grapple check, or with that used by animal fury and grab, then I agree, but if you are saying that's not how you'll damage "within" the grapple, then I'd disagree with you there. An animal, like say a dog, grapples things with it's mouth to incapacitate it, and without unclenching the jaw, rends back and forth with it's neck, causing more damage, thus it does damage while "grappling" with it's mouth and would thus be considered a bite attack (since you can't really call it a neck attack utilizing stationary teeth)


I've seen some builds for a feral gnasher and most seem to say the beast totem rage powers are useless for a grappler. However, as I am reading the feral gnasher archetype I feel this might not be true.

Improved Lockjaw (Ex)

At 6th level, as long as a feral gnasher is controlling the grapple with her lockjaw attack, she does not gain the grappled condition, but is unable to move or use her mouth for anything other than grappling.

This ability replaces trap sense +2.

now as I read this, I take it to mean that since the goblin isn't considered grappled while controlling a grapple with it's bite, that it can then go ahead and use it's full attacks as well as grapple with it's bite. This, along with the iterative bites you would get from the animal fury rage power and greater grapple and rapid grappler feats would mean you are pumping out about 6 possible bites in the grapple and full attacks either with the claws from lesser beast totem, or with whatever weapon you want, two handed or otherwise due to not techincally being grappled while you grapple.

My question of course is, am I reading this right?


Hey everyone! First post on these boards but I'm a long time reader (that's right, I stalk you).

So I'm currently in a very low magic game, and character death is prevalant so I'm trying to come up with a character that can (A) Survive and (B) truly contribute and stay viable without access to magic items. When I say low magic item here is an example:

I have a Tetori Monk who is 12th lvl with these magic items:

Monk's Robes
Amulet of Mighty Fists +1 (can also do mage hand at will)
Ring of Protection +2
Cloak of Resistance +2
Cloak of the Manta Ray (obviously not wearing both cloaks)

And that's pretty much it.

Restrictions are as follows:

World is pretty much Ravenloft in a Victorian/Steampunk setting (madness rules and all that fun stuff)

If playing a wizard has to take the Spellslinger or Arcane Bomber archetype.

If playing a cleric has to take the Cloistered Cleric archetype.

Spellcasters: 20 point buy

Melee types: 25 point buy

Psionic classes are allowed as well.

That's what I can remember off the top of my head.

My current characters are:

Half-Giant Tetori Monk lvl 12 (he's pretty awesome and viable but he recently failed some corruption checks and his character concept has been compromised to make him unappealing to play.(my fault there, really)

Human Cloistered Cleric lvl 12 (took the Madness Domain for the lols, also pretty fun but his play style will most likely get him ganked soon)

Basically I'm looking for a replacement character in case of death.

Other party members include: Ineffectual Barbarian lvl 10, lvl 11 Rogue (not too terrible) and a Sorcerer (who actually just died, so that's really an open spot as well) and I'm playing the Cloistered Cleric.

I'm not looking for a specific build per se, just some advice from more experienced players on what may be viable in a campaign with such restrictions

Replacement character will be lvl 11 and have heroic NPC gear, unable to buy anything above a +1 in terms of magical weapons/armor