One part of a 2 headed troll

Crovox's page

8 posts. No reviews. No lists. No wishlists.


RSS


I placed this order on Nov 12th and its been pending ever since. I have a game coming up this Saturday and was hoping to get an update on it.

Thanks,
Crovox


Yes and no, it only allows you to maintain a grapple a move action, initiating a grapple is still a standard action.


wraithstrike wrote:
Jamesblonde wrote:
wraithstrike wrote:

Treatmonk guide to monks

Unfortunately his guide doesn't tell me what I need to know. I'm looking for a rather specific grappler build.

Str: 19 (13) Dex: 14 (5) Con: 13 (3) Int: 8 (-2) Wis: 14 (5) Cha: 7 (-4)

I am assuming you are a human

1 weapon focus(unarmed strike).: I am assuming since you use your hand to grapple that the this adds to your CMB for grapples
1(monk feat) Improved Grapple: +2 to CMB for grapples, and CMD
1 dodge: +1 boost your CMD making it hard for others to get away
2 Monk feat combat reflexes: more chances to grapple,
3 Defensive Combat Training: Adds your monk level to you CMD
5 improved initiative: Allows you to act first more often
6 monk feat Improved Trip: If they are on the group that should be a penalty to their CMD. Knock 'em down and grab em
7 Toughness: More HP is always better
9 Greater Grapple: More grapple goodness
10 monk feat Mobility: Not getting hit if you fail the check to bypass CMD is a good thing

This is my 10 minute build

Edit: With the human racial stat bonus your strength goes up to 21

Grappling is a standard action, so you only get one attempt per round. Combat reflexes would not give you anymore chances to grapple.


I was more of questioning it because I'm working on a brutal pugilist barbarian grappler and wanted to know how to get it that high ;).

Which is a good idea... modify a monster to have 2 levels of barbarian with the brutal pugilist archetype. He gets an AoO even if the grappler has improved grapple. So then the monk adds the damage from this AoO as a penalty to his CMB. Also, the brutal pugilist gets a +2 circumstance bonus to his CMD if he hits with the AoO, as well as having bonus to his str if he was raging. I imagine there are already made monsters that have the ability to get AoOs on grapplers with improved grapple.

Also, while grappling, both grapplers have the grappled condition which gives a -4 penalty to dex, making it easier to reverse the grapple.


meatrace wrote:
Crovox wrote:
What's the monks CMB/CMD? You said that a Girallon needed a natural 20 to win a grapple check. Girallon's CMB is +12, so 20 would be 32 (I know 20 is auto-success). 32-10-5-2 (Monk only adds his bab of 5 to CMD, improved grapple adds +2) = 15. So the monk has combined str and dex modifier's of 15? Assuming an even split, thats 24 str and 22 dex?
Monks add their monk level instead of BAB to their CMB/CMD for combat maneuvers. So a 7th level monk with improved grapple has a 19 CMD out of the box. If he has a 18 dex and 18 str, dodge, and a ring of protection +2 that's a 30. Not out of the realm of possibility by any means, but he is clearly a very focused character.

Monks only add their monk level to their CMB, not CMD. I did forget they get to add their wisdom and the +1 ac bonus to CMD though. So I guess if he had RoP +2, 18 dex, str, and wis, then he would have 31.Unless theres a high point buy, I think 28 would be more realistic. That is still pretty crazy.


What's the monks CMB/CMD? You said that a Girallon needed a natural 20 to win a grapple check. Girallon's CMB is +12, so 20 would be 32 (I know 20 is auto-success). 32-10-5-2 (Monk only adds his bab of 5 to CMD, improved grapple adds +2) = 15. So the monk has combined str and dex modifier's of 15? Assuming an even split, thats 24 str and 22 dex?


The game definition of helpless would seem to suggest that sleeping and unconscious are different.

"A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy"

Maybe they're just being redundant, though.


The rules for thrown weapons:

Spoiler:
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. Pg. 141 of the Player's Guide.

So some melee weapons can be thrown without penalty, while the others have a -4 penalty as well as the rest of what it said.