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Hey All,

I was wondering if I could get some clarification on the way the Magus works.

Let's say I'm 11th level in the following scenarios for the sake of spell levels:


  • I cast Chill Touch. On a full round attack, does that mean I could make my Spell Combat attack through my weapon, and then make my two regular attacks? So a total of 3 attacks for the round I cast it? After that, I would be able to make my two regular attacks to continue delivering the touches?

  • Playing as an Eldricth Archer and casting Scorching Ray. I get to deliver the first ray through an arrow as part of Spell Combat, and then can make my two additional attacks that I would normally get to deliver the other two rays?

  • Playing a Card Caster and casting Chill Touch again. Since Harrowed Spellstrike states it applies to a touch spell, would I deliver the first Chill Touch through my Spell Combat, and then throw two more cards and they would all deliver the Chill Touch? Basically the same thing as scenario one, or would Chill Touch not work with Harrowed Spellstrike because it says "single touch"?


Scott Wilhelm wrote:

But the OP is a Brawler, what else is he supposed to do with an Iron Golem: karate chop his way through its DR 15/adamantine?

...

As for crowds, Grabbing Style helps a little, but better to follow DM Livgin's advice to not rely on Grappling and have more than 1 trick hidden in under your Black Belt, say a Lucerne Hammer you can Quickdraw and then use Great Cleave with or maybe one of those kung fu chain weapons like a Kusarigama.

Dealing with DR isn't really an issue for me thanks to pummeling style. At 11th level I have been dealing on average around 100 points of damage per turn (3d8 + 13 per attack, attacking 6-7 times per round, hitting about 2/3 of the time). With pummeling style and DR 15, that is still 85 points of damage.

As far as crowds, that isn't my job. The rest of my party is pretty good at dealing with lots of little creatures. My job in the group is mainly to find the big bad guy and make him focus on me by any means necessary, whether by high damage or by now doing grappling.

This is why I've been looking at grappling. In the case I am unable to charge the big guy and can only move up to him, I wanted something to do other than punch him once. My damage is still my primary focus, so grappling is just an occasional thing.

I do appreciate all the info though! This has given me a lot more to think about than I was originally planning on. The 4 levels of alchemist might be more enjoyable than the Strangler/Lore Warden route, since the alch would give more out of combat features as well.


Yeah the stones was just a mix up :)

As for the brawling enchantment, my DM might allow me to house rule them since he is pretty lenient with stuff like that.

And thanks for the Celestial Obedience! That's a great feat for more than just the grappling bonus.


I don't have enough strength for the Unfair Grip feat :(

I also should've mentioned I already have a Belt of Incredible Dex +4 and Stonefist Gloves.


Hey All,

This is my first post after being a long time lurker but I was just hoping you guys could double check my math/abilities to make sure I'm not missing anything.

I'm currently playing an 11th level Qinggong/Drunken Master/Monk of the Sacred Mountain. Up to this point, I've been making full use of the Pummeling Style/Charge feats but when I am unable to charge, I wanted to be able to do something else. I decided it would be grappling (because why not).

At 12th and 13th level, I will be taking levels in the Brawler's Strangler archetype, to prevent losing my dex while grappling (and to get the extra sneak attack damage). Then I will start taking levels in fighter (probably lore warden) for the bonus feats.

Ability Scores:
Str: 7
Dex: 24
Con: 14
Int: 13
Wis: 20
Cha: 5

Feats so far:
1: Weapon Finesse and Dodge (Monk)
2: Improved Grapple (Monk)
3: Piranha Strike
5: Craft Wondrous Item (this was taken because of my backstory)
6: Mobility (Monk)
7: Pummeling Style (Retrained after I had the proper prereqs)
9: Pummeling Charge
10: Medusa's Wrath (Monk)
11: Agile Maneuvers

From here, I will be taking:
13: Greater Grapple and Rapid Grapple (Brawler)
14: Kraken Style (Fighter)
15: Kraken Wrack and Weapon Focus: Grapple (Fighter)

For gear I will be getting the Brawling enchantment put on my bracers of armor and picking up the Pale Green Ioun Stone + Wayfinder.

So at 13th level (where I will really begin making use of grappling), my CMB will be as follows:

BAB: 13
Dex: 7
Imp Grapple: 2
Greater: 2
Brawling: 2
Ioun Stone: 2

Total: 28

Am I missing any major magic items or feats that would also help me boost my cmb higher? According to the average monster cmd at CR 13, I would need to roll a 9 to succeed.