Brawlers fury, Hamatula grasp & strike, & Emei Piercer how it all works?


Rules Questions

Shadow Lodge

I'm trying to figure out how this works correctly. I am stating how I think it works from the FAQ and other threads, correct me if I'm wrong.

As I understand it, using the Brawler's fury with the Emei Piercer, I attack with my opening attack W/-2 I do damage if I hit. Then, if I succeed on the grapple I can next try to pin.

I cannot finish my brawlers fury if I hit, do damage, and grapple on my first hit with a pin even though I have only attacked once. Nor with the greater grapple feat, can I as a move action attempt to grapple and do damage again during the same round I have started the grapple.

If I maintain the grapple with both Hamatula feats, I take a -2 to my grapple check (+5 for maintaining the grapple) then do an extra D6 of damage if I choose to do damage maintaining the glapple.

When my next turn starts, I can maintain the grapple and to damage. With the greater grapple feat and rapid grapple feat, as another move action, I can succeed on a grapple check and pin. Then, succeed on another grapple check as a swift action and tie (at -10) and render helpless the targeted creature.

Do I have to first pin, then tie at -10 the targeted creature, or can I just tie of the creature at -10?

Not only am I adding what I had mentioned in the opening thread, I am also including that I am size large. In this case, with the combat reflexes feat, as an attack of opportunity, I can attack a creature as a free shot. If I hit, do damage, I can grapple along with a Pin. When grappled and pinned with reach the creature gets dragged next to me.

Shadow Lodge

I'm guessing I actually have it right? It could be that the Hamatula feats are not big in anyone's neighborhood. They're in the Chiliax book.


When you say "Brawler's fury," do you mean the "Brawler" rage power?

My interpretation of the hamatula feats:

Anytime you hit with a piercing weapon (i.e. emei piercer) you may roll a free grapple check; if that check succeeds both you and your target enemy gain the grappled condition. As usual per grapple, you cannot do any of the special grapple checks (harm, pin, reposition) as part of the initial check.

Next turn, if they are still grappled you can roll another grapple check, at a penalty, to deal damage with your weapon (regardless of size), to which hematula grasp adds an extra 1d6 damage. You cannot perform any other type of grapple check (i.e. pin) with these two feats. This is your standard action for the turn.

Regarding Greater Grapple: On the next turn you could choose to maintain grapple as a move action, dealing damage as normal. You would then have your standard action free to do as you please. If you wanted to pin someone you would have to make a separate grapple check without using a weapon/hamatula strike, and the round after that you could try to pin.

Regarding Rapid Grappler: On the second turn of combat (after hitting them), you could maintain combat as a move action, dealing damage. As a swift action (from this feat) you could try to initiate grapple so that you can perform other types of grapple actions. This would leave you with a standard action to do as you please (a third grapple check to pin for example).

You must always pin an opponent before you can tie them up; this is stated explicitly in the grapple rules.

The Equipment Trick Feat (Rope) is nice since hogtie reduces the usual -10 penalty to -5 (which is offset from maintaining grapple).

Shadow Lodge

Trekkie90909, the Brawler does not rage. The class is from the revised play class test and it is a mix of fighter and monk.

Brawlers fury: Brawler’s Flurry (Ex): Starting at 2nd level, a brawler
can make a brawler’s f lurry as a full-attack action. When
doing so, a brawler has the Two-Weapon Fighting feat
when attacking with unarmed strikes, weapons from the
close fighter weapon group, or weapons with the “monk”
special feature...

Improved Unarmed Strike is for free at first level. It does a d6 the first three levels, d8 the next four levels, and the next four levels the Brawler does a d10 and so on.

Brawler's Flurry is worded like the monk's flurry but it does not say it is in any way it is related to the monks flurry.

I'm not sure if the Brawler can use power attack with its Improved unarmed strikes or with Improved unarmed strikes and the Brawlers Flurry.

I imagine if a Sansetsukon is used, I would take a -4 to each attack were the monk did not using the flurry of blows. The sansetsukon is a two handed weapon. As a two handed weapon, I would receive strength x's 1.5. That penalty to hit is steep and may not be worth it.

Players that play monks at the lower levels using the sansetsukon being enlarged are devastating. I do not believe the flurry of blows changes when you are using either a two handed or one handed weapon with the monk's flurry.

In relation to the Hamatula feats, it seems the first round I attack and stab and maybe grapple in the first round and that is it. The next rounds seem to act normally with improved grapple. It looks like the feats are mainly used for attacks of opportunity with reach.

I don't think they are worth it. When I play any of my trip fighting characters, a Paladin, Magus or Phalanx Soldier, the encounters always start adjacent to my character. I play a lot of PFS and that is the way it is. Greater Trip and with one character, felling smash, I surmise are frustrating to fight against.

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