I am looking to make a character based around grappling your enemy, and coup de grace by round three. The best I am seeing for this right now is the Maneuver Master because at level 1 you gain Flurry of Maneuvers, which allows you to make two combat maneuvers in one round. So on the 1st round, with two succesful grapple checks, you will have the enemy pinned, and the second round you can tie them up, meaning that by round 3 you can perform a coup de grace, or you can leave that person tied up and move on to another victim.
Am I looking at this correctly, or is it harder to coup de grace then I am thinking.
I am not sure what the rules question is.
in the rules, you can have a creature tied up after 3 successful grapple attempts, which i think then means the target can be coup de grace'ed on the next full round action, just hoping that what I am thinking is correct
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For fastest tie up speed, just grab Greater Grapple and Rapid Grappler. You can start the grapple as a standard, maintain and pin as a move, and then maintain and tie up as a swift. 2nd round coup-de-grace for anyone who grabs those feats.
EDIT:Rapid Grapple -> Rapid Grappler
Malfus wrote: For fastest tie up speed, just grab Greater Grapple and Rapid Grappler. You can start the grapple as a standard, maintain and pin as a move, and then maintain and tie up as a swift. 2nd round coup-de-grace for anyone who grabs those feats.
EDIT:Rapid Grapple -> Rapid Grappler
okay, so it does in fact work that way, awesome and thanks
Also, sleeping creatures are considered helpless.
Huh. Y'know, I'd never quite realized that you can technically maintain the same round as you start the grapple. That makes that feat tree even meaner than I thought it was.
Yowch.
Honestly though, I can think of better uses for a tied up creature than coup-de-grace. Explore the possibilities with your group before you kill whatever poor soul was just captured.
Scarred Witch Doctor does it better.
Slumber Hex, Coup de Grace.
blackbloodtroll wrote: Scarred Witch Doctor does it better.
Slumber Hex, Coup de Grace.
Yeah, I realized that spellcaster could probably do this better then grappling
But your way is thematically cooler when visualized by myself. So much so that I may have a character based around this.
Dot for later.
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... no I wasn't thinking of making an NPC grappler or witch doctor.
... well, I wasn't, anyway...
<.<
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Might I suggest a Minor Ring of Spell Storing with 3 True Strikes in it? Pretty much free auto success (as long as you have greater grapple).
Malfus wrote: Might I suggest a Minor Ring of Spell Storing with 3 True Strikes in it? Pretty much free auto success (as long as you have greater grapple). I was thinking a wand, but a ring is for sure good as well
If 3.5 stuff is allowed, you could also take Death Blow, which requires BAB +2 and Improved Initiative, and allows you to coup de grace as a standard action.
Malfus wrote: Might I suggest a Minor Ring of Spell Storing with 3 True Strikes in it? Pretty much free auto success (as long as you have greater grapple). That's three standard actions for three castings of True Strike, in addition to your grapple checks...
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