| Sambo |
I've tried to research it on other forums, but i haven't found much on the topic. Here's my situation:
I'm playing a nagaji paladin 4/ sorcerer 1/ dragon disciple 1. I got the final embrace feat (even though nagajis don't qualify for the feat, my GM said they were close enough to the other races to qualify), which gives me grab and constrict. So, after I attack with a natural attack (sorcerer claws) I can attempt a grapple as a free action. If i succeed, i do constrict damage. So far, i've been rolling to see if i hit with any of my claw attacks and then doing the grapple after my attacks; BUT i found out that releasing a grapple is a free action. So what i'm thinking is: I could attack, grapple, constrict, release, attack, grapple, constrict, and an optional release with my 2 claws. This seems really powerful and it just doesn't seem like it could be possible.
So here are my questions:
1. Does final embrace only apply to one attack per round? If it doesn't:
1.b. Does it apply to other natural attacks in one round, such as the bite i will get at dragon disciple level 2.
2. Can you use an infinite amount of free actions per round?
| Sambo |
It's examples just like this why Final Embrace was recently errata'd. It is incredibly powerful.
Your GM is allowed (and encouraged) to set a reasonable limit on free actions.
Could you provide me with a link to the errata. I'd like to see what they changed.
EDIT: I found the errata, but it doesn't change anything in my case.
Nefreet
|
Errata is always found on the product's page that's being errata'd.
But, in this case, it doesn't matter. Your GM has decided to allow your PC to take the feat, when you didn't qualify for it.
You asked if the feat was intended to work like this. No, it wasn't. Most of the creatures that qualify for it now only have a single grab attempt, so the free action release isn't as much of a deal.
| Calth |
There's a ton of argument and multiple threads on this matter. The forum consensus tends to lean towards yes it working. I, personally, think that the grappled condition interrupts natural weapon full attacks (I see the "no action requiring two hands" restriction applying in this case, as natural weapon full attacks require multiple limbs). I think its a bit closer to the RAI, as pretty much all grapple shenanigans fail if you make the grappled condition interrupt multi-limb full-attacks. The exception is taking the -20 with grab to avoid the condition, but the penalty is steep enough to balance.
Nefreet
|
Yes, if you have multiple attacks with grab and constrict, you may use a free action (on your turn) to release the grapple and resume the rest of your attack routine.
However, the caveat I mentioned earlier still exists. Your GM reserves the right (even in PFS) to limit the number of free actions to what they deem to be "reasonable".
kinevon
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Yes, if you have multiple attacks with grab and constrict, you may use a free action (on your turn) to release the grapple and resume the rest of your attack routine.
However, the caveat I mentioned earlier still exists. Your GM reserves the right (even in PFS) to limit the number of free actions to what they deem to be "reasonable".
And, on the other hand, watch out for that Mi-Go.
kinevon
|
*mutters something about a TPK by a CR 8+ in a Tier 3-5 game*
Heh. What about the TPKs from the CR 5, the CR 4, and the CR 3 in the same Tier 1-2 game?
I have TPKed with the CR 5.In 6+ runs, I have only ever hit once with the CR 4, and that was against a level 2 PC.
I have had the worst threats to the party from the CR 3, and only avoided one TPK by "locking" it to the room it is in. If it can chase the party, then it switches to a fairly probable TPK for any underprepared party.
kinevon
|
What scenario are you guys talking about?
Various levels of Thornkeep.
4 attacks with Grab, if Grabbed it gets to apply sneak attack damage, and, if it applies sneak attack damage, it also does 1d4 damage to a stat of its choice, Fort save negates. High Int, so it would be smart enough to do the grab-and-release sequence, too.
The one in the module is CR 8, as it has class levels.
4 claws, +14, 1d4+4 plus grab
2d6 sneak attack damage
DC 18 Fort save or 1d4 points of ability damage of the Mi-Go's choice, and it is Int 23, so it is fairly bright...
Against 3rd-5th level PCs.