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General Tabletop Discussion
*Pathfinder & Starfinder
A question about grab/other mechanics
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<blockquote data-quote="tobiasosir" data-source="post: 5394970" data-attributes="member: 98357"><p>So I ended up with a different feat--training in perception, which was great because mine sucked--and the inspiring fortitude utility. I didn't retrain anything, but have that option next level.</p><p>And in our session last night, I was able to incorporate some of the 'vampiric tendancies' into my gameplay, which worked nicely. And, I was able to reach the destiny my GM had liad out for my character, so I have the option now of building a new one if I choose--though I don't think I will.</p><p></p><p>So it all worked out, I was able to accomplish what i wanted thematically with the character, and I still have the option to take it further, I just need to wait a couple levels. </p><p></p><p>Oddly enough, the grab mechanic came into play during the session as well. We had a gnoll who had taken prisoner a friend of ours, and we were trying to rescue her. We hit him once, and he bolted--and since he was faster than us, it seemed he'd get away. But in an awesome display of teamwork--very satisfying--we caught him. I was able to see in actual gameplay how a hold works, what needs to be done to get it and keep it, and how to get out. After watching it happen with our rogue, I'm glad I didn't go that route right now; I wouldn't have been able to pull it off that easily at all. </p><p>The wizard knocked him prone with icy terrain; then the rogue grabbed him, and myself and our shaman took a couple pot shots (we now both have longspears and were able to keep a square away); he had to spend his action point to stand and get out of the grab, at which time our wizard pushed him into a corner and spent an action point of his own to block his escape with flamin pillar. He was stuck and couldn't get away, and we were able to take him down pretty easily. It was the first time I've personally seen things fit together that well, it was great!</p></blockquote><p></p>
[QUOTE="tobiasosir, post: 5394970, member: 98357"] So I ended up with a different feat--training in perception, which was great because mine sucked--and the inspiring fortitude utility. I didn't retrain anything, but have that option next level. And in our session last night, I was able to incorporate some of the 'vampiric tendancies' into my gameplay, which worked nicely. And, I was able to reach the destiny my GM had liad out for my character, so I have the option now of building a new one if I choose--though I don't think I will. So it all worked out, I was able to accomplish what i wanted thematically with the character, and I still have the option to take it further, I just need to wait a couple levels. Oddly enough, the grab mechanic came into play during the session as well. We had a gnoll who had taken prisoner a friend of ours, and we were trying to rescue her. We hit him once, and he bolted--and since he was faster than us, it seemed he'd get away. But in an awesome display of teamwork--very satisfying--we caught him. I was able to see in actual gameplay how a hold works, what needs to be done to get it and keep it, and how to get out. After watching it happen with our rogue, I'm glad I didn't go that route right now; I wouldn't have been able to pull it off that easily at all. The wizard knocked him prone with icy terrain; then the rogue grabbed him, and myself and our shaman took a couple pot shots (we now both have longspears and were able to keep a square away); he had to spend his action point to stand and get out of the grab, at which time our wizard pushed him into a corner and spent an action point of his own to block his escape with flamin pillar. He was stuck and couldn't get away, and we were able to take him down pretty easily. It was the first time I've personally seen things fit together that well, it was great! [/QUOTE]
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