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Fold Trap (Su): A cryptic can ‘fold’ the pattern of a trap she has personally crafted, compressing the trap into a light-weight projectile which can be thrown at a later time. As a standard action, the cryptic can throw the folded trap at an unoccupied square up to 30 feet away. No attack roll is necessary and the trap is immediately ‘unfolded’ and ready to be triggered as normal. The trap affected must have a CR no greater than half the cryptic’s level (minimum 1). A trap that has been folded cannot be folded again, even if it was not triggered after being thrown. The cryptic must have the Quick Trapsmith insight before selecting this insight.

If I make a pit trap buy digging a hole and fold it up could I fold it up and later deploy it say in a building on the second floor. Would it rip a hole in the floor expossing the first floor to me or would it create an extrademensional space for the traps function?

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bump*

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My question goes out to you on the building of traps. The relevant data below is built using the guides of d20pfsrd.com

http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/tr aps#Table-CR-Modifiers-for-Mechanical-Traps

I am playing a Cryptic (psionic character that is an additional source add-on for pathfinder game.)

The character has the ability to build traps and can deploy a trap as a standard action whose CR is = half char level

I am working on a character that would deploy turret like traps. Traps that are not hidden and would sit in plan sight and shoot. I understand that the trap would be magic in nature using the alarm spell like all other traps so it targets foe rather than friend.

Turret trap:CR2
Feature ************************CR Modifier
0 DC Perception ****************–1
Disable Device DC 15**** *******-1
Attack +10***********************0
Average Damage 20 (4d10)*********+2
Automatic Reset *****************+1
Proximity or visual trigger******+1

using this guide is this correct?

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Well there are a few things that need to be addressed here. First off a bonded item allows you to craft an item without the need of the specific feats to do so. You must still have the correct level to make the item in question but if you wanted to make an amulet of natural armor to say which is already made. It would be the craft cost of the amulet of natural armor +1 , 1000gp. Lets say you wanted to enhance that item and add on additional effects those effects would also follow the same rules for crafting.

EX.
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

*******

Now the second problem is trying to defeat the system for example taking a magic effect and requesting it to be continuous to bypass the cost of more expensive items like mage armor protection
“If my wizard has a bonded amulet and wants to add a continuous mage armour effect to it, how much does that cost? I'm thinking it's 2000gp less the price of a masterwork amulet, but I'm not sure I'm right.”
You shouldn’t request a continuous effect if it has an alternative already presented in the chart

Armor bonus (enhancement)
Bonus squared x 1,000 gp +1 chainmail

Or bracers of armor +4 would be 16,000 gp

*** If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

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the fact that the appraise doesnt tell the NPC what the magic item does just that it is magic is great acctually. I can let my NPC mind wonder about how horrable or cursed this demonic evil magic item is, even if it is a stone that cast Heal once a day. The possession/ use/ knowledge of magic is punishable by death.

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i never thought to use appraise which is great skill focus for my NPC will take care of the difficulty it is going to be rare that the group would run into someone who could id their gear but if it happens i wanna have a contingent.

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yes both arcane and devine magic are outlawed and punishable by death. The peasents might believe an occasional miricle but someone performing those miricles is a WITCH!

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I am running a magic outlawed campaign where my players will be in a society that is very predudice against magic or magic effects. I am not making my players take non spell classes or not use magic items I am actually encouraging it for the interest in role play. However when I was evaluating how my NPC may evaluate a piece of gear belonging to the part. Seeing as spellcraft is used for identifying magic items and their properties I became confused when I looked into this deeper today.
There are two entries for discerning the properties of a magic item under spellcraft the skill and I want to clarify if they are separate uses or if they are in support of each other.

**the reason why this question is relevant is my magic outlawed NPC can’t use magic to determine so is detect magic or identify required to ID a magic item or can a NPC simply evaluate a piece of gear physically and determine if it is in fact magic.

Determine Properties of Magic Item
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

Determine Properties of Magic Item
When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

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If a player has the goal to become a lich what is the best way of doing this? Are there rules and how does the CR adjust to the character

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bump

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At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

So some questions came up during my last gaming session. The wording on this ability is extreamly vague and allows for multiple different interpertation. The term “cannot be detected by any means.” Can the Ninja talk to the party while he is invisible and if so is it a choice like with SR you turn it off for a turn? Also can scent pick them up or other abilites that would only indicate the square they are in like tremeor sense? Also what if I hit them with glidder dust it outlines them I can see the glitter not them. Does that count? The generic phrase cannot be detected by any means is loaded.

If any please provide examples that an enemey would be able to detect them.

If any please provide examples of the type of control the player has over the ability if any to allow allies to preceive him (sound)

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To your knowledge is ther a location that defines attack action? I am not opposed to changing the way I view that wording when reviewing materials but this basic wording seems too vague for me to just conclude it has to be a standard action. simply because it is stating as part of an attack. I have viewed the term attack action as a time in which a person gets to make an attack. Very simple but just as acoms razor would suggest.

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If that was the case why would they not indicate as a standard action like in dirty trick?
Dirty trick:
You can attempt to hinder a foe in melee as a standard action.

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Sunder
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack

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Grick

I would like to dispute & discuss
“1.You can sunder on AOO
Sunder: "You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack."
This means you must use the attack action, and the Sunder replaces the melee attack you would normally make when using the attack action. The attack action is a standard action, and cannot be made as an attack of opportunity.”

attack action evidence:

Performing a Combat Maneuver
While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action.
http://www.d20pfsrd.com/gamemastering/combat

As indicated attack action attack of opportunity and full attack actions are a time you can use combat maneuvers such as sunder. Unless they require a specific action example would be Dirty trick which stats as a standard action.

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Mr Smiles wrote:
Thank you for the clarificaton on the materials

I personally have always thought about it that the armour design has some effect on the hitpoints because otherwise with the other materials chapter it would MAKE NO SENSE. because the metals all have a different density (HITPOINT) but amour never changed. :)

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Mr Smiles wrote:
It says it gets a saving throw agianst a spell not a sudner attempt.

my appologies it was hastily wrtitten.... The saving throw is against spells only. I included the spoiler entry to show the indication that magic items are damaged/destroyed through normal means. If you sunder the magic item from their person it takes damage like anything else you would be making an attack at a very small target but if you hit you have a chance to break/destroy.

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1.You can sunder on AOO
A. YES

2.You can use vital strike or power attack on a sunder (sunder states as part of an attack action vital strike would be an attack action. also in power attack descripition it says -2 to attack or on a cmb roll.)
A. YES you can use power attack as part of any attack. Vital strike is a standaard action

3.If you have multiple attacks due to a high BAB you still cannot sunder with all those attacks.(Using all those attacks is a full round action, sunder can only be used as part of an attack action. I believe an attack action is a standard action.)

A. The term attack action is any time you are making an attack. Standard action attacks are indicated as shown in vital strike

4.This one I need help on: armor hit points is armor bonus x 5. So a chain shirt made out of steel should have hardness 10 and hit points 20. However under Steel it says hit points 30/in. of thickness. So the armor isn't an inch thick probably I get that. But my question is would an adamantine chain shirt still have the same hit points? I understand the hardness would be 20 instead of 10 but adamantine hp is 40/in. of thickness. Also if a weapon is made out of a different material does it have more hit points?

A. Materials in armor only change hardness and effect attacks made against them.. example is Admantine has DR

5.You can now sunder a magic weapon with a non magic weapon.(Per the fifth printing they've done away with the you have to have an enhancement bonus equal to or greater than to sunder.)

A. per the destroying magic items chapter you can destroy any magic item as if it was a normal item. it gets a save 'read in spoiler'

Spoiler:

Damaging Magic Items
A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). a magic item's saving throw bonus equals 2 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the Broken condition, and might not function properly (see the Appendix).
http://www.d20pfsrd.com/magic-items

If anyone feels any of these are wrong and or would like to discuss it'd be much appreciated. Just list the number it pertains to then your comment.

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technically per the rules.
Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Anything can be used improvised even your shoe the DM needs to find an approperate damage chart and size using exsisting weapons but its agreed that a knoted rope would not do as much damage as a morning star or flail made of steel. I would suggest looking into some of the alternate weapon materials and adjusting or treating something one damage dice less or so.

Personally i dont see the reason you would want to do this. Also just to mention from an above post.

"Can i enchant 10000' rope as one weapon?
Then just cut it in pieces and for example use it as a whip,choose greater whip mastery, then grapple and hogtie someone with it, just draw the next piece of rope and go on?"

if you enchant a 1000 ' peice of rope then cut it you would be applying the broken condition and destroy the enchantment

Damaging Magic Items
A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). a magic item's saving throw bonus equals 2 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the Broken condition, and might not function properly (see the Appendix

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bump

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I dont see prestidigitation providing enough control to conclude wilful activation of an item.

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prestigitation is a spell like ability which would require a standard action and activating a magic item is also a standard action. Regardless of the fluff reasons it is not possible without manipulating the item magic via a quickened spell or ability.

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Question about evolutions and feats.

Evolution:
Improved Damage (Ex)
One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. Source: Advanced Player's Guide

Feat:
Improved Natural Attack (Monster)
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

could you use both of these in conjunction? I cant find any rule that would not premit. "Its effects do not stack"- pertains to same source and these are each different sources.

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Please answer ASAP.

excuse spelling and grammer sending from smart phone.

Manuever master monk makes a full attack action which says u can make 2 manuevers that can require a standard action to complete can I make bull rush or overrun during these actions taken during my full attack action.

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It's not climb it gives you a climb speed which other creatures with a magical climb speed can walk up a wall without hands. I would say you could handstand on the wall if you wanted.

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my question pretains to the 3 point ability it seems that I dont even need to know the location of my target. the arrow needs to be within flight range but other than that it seems that arrows are seeking?

does this mean that the arrow can navagate a maze to hit my target?

Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

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Our alchemist is going to start making inhale type drow poison it is relatively inexpensive and start releasing multiple dosing in an area which with the right dosage is going to be very hard to overcome.

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The rules for poison are a little unclear. A question arises with inhaled poisons it says that multiple doses may be administered at one time and that they take a 10ft square of space. What is not addressed is how long they last and do the doses in the air get used up or do they persist for new victims.

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Per the rules yes

Quote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion items without meeting its prerequisites.

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You could attempt to under the shatter spell a save is premitted because the item is being wielded / worn.

Shatter

School evocation [sonic]; Level bard 2, cleric/oracle 2, magus 2, sorcerer/wizard 2; Domain destruction 2

CASTING
Casting Time 1 standard action
Components V, S, M/DF (a chip of mica)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature
Duration instantaneous
Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text; Spell Resistance yes

DESCRIPTION
Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature.

Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

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Grick is correct i agree in addition

Improved Precise Shot (Combat)
Your ranged attacks ignore anything but total concealment and cover.

Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Normal: See the normal rules on the effects of cover and concealment in Combat.

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Saerdna wrote:

Channel Smite is worded so it works on any melee attack roll (including melee touch attack rolls)

Depends: Do you want to hit somebody over the wand - then I would guess you use the improvised weapons rule. If you use the wand to cast a spell you won't get any Str bonus, just the spell.

if you attack with a wand using channel smite you would first be attacking with an improvised weapon and take the needed penelty to attack. As well you would still do strength damage as it follows standard attack rules. You would not be able to cast a spell from a wand while attacking if you use a magic device that is different from attacking.

TO ADDRESS-
"Depends: Do you want to hit somebody over the wand - then I would guess you use the improvised weapons rule. If you use the wand to cast a spell you won't get any Str bonus, just the spell"
The wording of Saerdna's statment is a little misleading. it suggest that you could use the wand to cast a spell and channel smite with the wand which is incorrect channel smite works with attacks only.

Rules written you could do it but more work than its worth.

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Your DM is looking into it too much, a creature can fly with a medium / light load if memory serves and yes that would apply to the ground carring capacity. Quadruped's get the 1.5 carrying cap, also the mount would have to be large size

Ring of feather fall applys to just you not the mount.

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Humanas wrote:
As title says. Does strong wind impose the -2 penalty also on spells with ranged attacks?

Nothing under weather or wind stats it doesn't work the idea of strong winds/ tornados is more than the wind pulling your attack off course. You need to account for trying to aim through massive amounts of debris. Or the effects of someone aiming in unfamiliar conditions. I would impose the penalty but roleplay the reason other than your spell diverts.

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Kydeem de'Morcaine wrote:

Silence

Want to make sure I understand this. Sound actually doesn't go through the area it is not just suppressed in the area so that it starts back up on the other side. Correct?

So if we cast silence on the rogue. He walks down the tunnel 30 ft in front of the rest of the group. Then someone out in front of the rogue can not hear the rest of the group talking, the clanking fighter, or the wizard casting fireball to send down through the silenced area.

This is valid isn't it?

i would agree with you in a tunnel of 30-35ft wide&height yes.

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Under the current rules is it possible with feats/ items to be able to move and still have the ability to make a full attack? In 3.5 there were items and feats that premitted movement as a swift action.

I have a 9 level monk and I want to max my potential. Any suggested feats/items that allow for this with current rules and items.

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My DM is running a ravenloft campaign and has allowed us to create pathfinder gestalt characters. I was thinking up a character idea that involves lots of sneak attack. I was thinking of mixing two classes that both have sneak attack together in order to maximize my dice does this work

Would the sneak attack stack from any of these combinations?
Ninja/rogue
Rogue / vivisectionist

as there is a current dispute with another player if this does stack please support with evidence.

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no reach is a little more balanced, being able to use your AoO to trip a charging foe was very mean. with lunge you can only benefit from reach on your turn.

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to be honest it could be house ruled to fit a wiz/sor but i dont suggest it. I believe it is not accessable to wiz/sorc because of the limited duration, the druid wildshape is extended duration(custom). The wiz can still buff before shaping so no real issue where the game stands. Suggestion as a wiz/sorc choose a polymorph that allows you to maintain a casting ability, Ex. elementals

also the druid class is limited to creatures early typically ones that can not speak or cast spells at base. But arcane casters gain

Elemental Body I
School transmutation (polymorph); Level sorcerer/wizard 4

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Selgard wrote:

The 200k limit did not carry over into Pathfinder- that is a relic of the 3.5 system.

You can stack no more "+"'s than 10, and can stick as much of the "money" stuff onto it as you can afford. As per PRD there is currently no maximum amount, except how big your coin purse is.

-S

i still suggest that DM's keep the rule from Magic item compend if they are allowing the +$ from magic item compend.

The reason it does not get stated in Pathfinder is because all the core ench for weapons are +#

Selgard you are suggesting the use of half of a material with no draw back. i stand by my statement that the 200k limit should be inforced if +$ type of ench is added to a weapon

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+1 that is correct, it is 1 attack per natural attack or one natural attack at the end of a full attack action using manufactured weapons.

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i see no rules question...

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correct per my post it is 200k

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personally when i read into it, it suggest that it does not warrent a +[#] amount. the weapon must still be a +1 in order to have those ench but does not state a list or guide for calc the corresponding +[#]

DM SUGGESTION: if you feel not calc into total is over powered take the price and round down to the closest +[#] for examplet slick 3750 would round down to a +1 equil.

Quote:


A weapon with a special property must
have at least a +1 enhancement bonus. You
can't simply have a flaming longsword—it
would have to be at least a +1 flaming
longsword. A single weapon cannot have a
modified bonus (enhancement bonus plus
property bonus equivalents) higher than
+10, nor can it have a market price (not
counting special materials or the price of
the masterwork weapon itself) of greater
than 200,000 gp (or 200,000 gp for each
end of a double weapon). For weapons
that exceed these limits, see Epic Level
Handbook.

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+1

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This is not a rules question. this should be moved!

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low light- take the distance of dim light a human can see and double it, do not double normal light or bright light. in LOW light vision it says can see twice as far in dim light.

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d20pfsrd.com-
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.

so double bright light/normal light and dimlight

Also remember-A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light)

So in darkness you would only get dim light

example low light darkness with torch you would have 40ft dimlight only

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added note: Louis IX wrote:
When using a combat maneuver, you have to apply any bonuses and penalties that you would incur if you attacked with the weapon used for the maneuver. Since iterative attacks get a -5 cumulative penalty, so do iterative maneuvers.

to correct this. "using your base attack bonus minus 5"

I have clearly shown proof that base attack is not used during the calc for monk cmb. this -5 is not a pen to the attack action its that attack.

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well in a short Louis IX the list i refer to is. "A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows." in flurry of blows from d20fpsrd.com

Let me explain this a easier for you.

At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Normal CMB= base attack +stren +(feats) +size

MONK CMB= Monk LvL +stren +(feats) +size

explained very clearly the monk does not use base attack bonus at all and under 'understanding combat' the base attack bonus suffers for multiple attacks. the forumla above is used for the monk. Seeing as the monk does not use base attack bonus for calculating CMB so only penalties that apply to CMB for a monk is that effect all attacks this round or that specify CMB.

And just to clearify prev post, GRAPPLE is a standard action and can not be used during a flurry as a flurry is a full attack action. To flurry during a grapple you would have to end the grapple. You would be unable to maintain the grapple as you can not full attack and grapple in one round.

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