| Artemis Moonstar |
Doing a quick theorycraft of an interesting unarmed fighter I thought up. Want to make sure this stuff works like I think it does before I go any farther.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.
Benefit: Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened for 1 round (or staggered for 1 round if the target is already sickened). Multiple critical hits in a round against a single foe do not increase the duration of the sickened or staggered condition.
Special: Hamatulatsu may be selected as a substitute bonus feat at 6th level by a monk even if the monk does not otherwise meet the prerequisites. This fighting style is normally only taught to women of the Sisterhood of the Golden Erinyes.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.
Benefit: When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a -2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
Sources: Improved & Greater Grapple - Core; Hamatulatsu - Inner Sea World Guide; Hamatalatsu Strike, Hamatulatsu Grasp, and Belier's Bite - Cheliax Empire of Devils; Rapid Grapple - Ultimate Combat.
Feats taken off d20pfsrd.com
So, by the time one can obtain all of this fully, they would be a 13th level monk, I believe. The concept would be to strike an opponent with Hamatulatsu as piercing damage, doing 1d4 bleed damage as per Belier's Bite, then immediately make a grapple check with +4 (improved & greater). We both gain grappled condition if successful... Following round I can then maintain as a move, using the damage option of the grapple, dealing unarmed damage (2d6 at this level), while inflicting yet another 1d4 bleed via Belier's Bite. The bleed won't stack, but it can possibly renew it if they for some reason end the bleed effect? Rapid grapple swift action to deal another set of unarmed strike damage, reapply potential bleed, then use the standard action as an 'attack action' via Hamatulatsu Strike by making a grapple check at -2 (4 if you dont have Hamatulatsu Grasp) which is in actuality a +2 (+0 w/o grasp). To which I would then do 2d6+1d6, and reapply the potential of bleed again....
Now, assuming this isnt a Tetori Monk, with a round of successful grapple checks, you're doing effectively 7d6 as a base, but at 15th you're snagging 3 uses of Constrict, totaling some 13d6 points of damage at 15th level . Am I missing something?
Also, if you happen to be a Tetori... Could you make 2 grapple checks to initiate the grapple? Once as what I assume is an immediate via Hamatulatsu Strike, then if that fails as a free via the Tetori's Grab ability?
Initially I just wanted an unarmed fighter that stuck his hand into people and started squeezing vital organs. If this works like I think it does, I hadn't thought it'd be that good. I'm sure it can be ultramaxed out (enlarge person, mighty fists, this that and the other), but eh... If I remember right that amount of damage isn't exactly all that great.
Thanks in advance everybody!
Edit: Fixed the minimum level that you can get all this. For some reason I thought it as 15th.
Also, as an afterthought.... Can Constrict damage be turned into non-lethal? Pinning Knockout can be potentially devastating when used with this, I think, doubling damage result when using non-lethal.
| truesidekick |
i tried to do the same thing...
as i read it hamaluta strike lets you gain "the grappled condition" it is not a grapple maneuver, so it goes off its own rules for the duration of the grappled condition.the wording made my head hurt. also you would only be able to deal damage with the weapon as a standard action. greater grapple would not effect it, unless you were making move and swift actions in addition to the normal damage from the hamatulatsu strike. but even then im not 100% sure you are actually grappled so you may not be able to make grapple based actions while this is in effect.
so basically this feat replaces the grapple maneuver, if you choose to use it.
| Archaeik |
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
Unfortunately, this restricts you to a standard action which is rolled using a grapple CMB (at -4). It doesn't say "any time" you make a grapple check, so you only get the one.
In some respects I could see an additional houserule or feat that it does work on grapple checks, but I don't think that is the intent. (Although, I'm not sure what they'd expect you to spend your move on).
Considering that you are "grappled" though, you should probably be able to make additional grapple checks to do things on the grapple list, however, any 'damage option' should be considered to be made with your free hand(the one not impaled). (For unarmed strike this can be feet or w/e I guess)
Also, as an afterthought.... Can Constrict damage be turned into non-lethal? Pinning Knockout can be potentially devastating when used with this, I think, doubling damage result when using non-lethal.
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
If said "melee attack" can deal nonlethal damage, Constrict should be able to deal nonlethal damage.
-Unarmed Strike deals nonlethal w/o the feat (or at -4 with IUS)OR if you are a Monk, you may switch between at no penalty
-Bludgeoner feat allows you to deal nonlethal