macdaddy
2013-04-09, 12:48 PM
So, I am playing a Malconvoker, just entered the class Wiz 5/ Malconvoker 1.
Feats: Rapid Summoning, Spell Focus(Conjuration), Augment Summoning, Extend Spell, Sculpt Spell, Meta Magic School Focus (Conj).
I have my full summon-able monster list, with all modifications (+4Str/+4Con), special abilities, etc. And I know which to use for given situations.
Now, I know that one of the keys to playing a Malconvoker successfully are tied heavily to understanding the bull rush, trip and grapple rules.
I am pretty sure I understand trip well. You knock them down, and when they try to stand or crawl away, everyone in range gets a free AoO. If they stay on the ground and attack, they get a whole bunch of minuses. Check!
I don't really understand the utility of Grapple, or the full rules behind it. It looks like you make a grapple check, succeed, and hold them (they get minuses/etc). Then you can make another check next round to pin them(?). If they are pinned and break free, what happens? are they still grappled? It looks like the sole purpose of grapple is to tie up enemy spell casters or force an enemy fighter to waste an action on freeing themselves. Is this right?
As for bull rush, I don't get it at all. I guess you could try and force some enemy back away from an ally, but is there more too it? Also not entirely sure how the mechanics work.
Also, while I know I can communicate with my summons (most speak common, and the ones that don't I have the languages for), can I reliably "direct" them in combat without giving up standard actions to issue orders? It seems to me that anything beyond a simple 2-3 word command would require me to use an action to accomplish.
Thanks in advance
Feats: Rapid Summoning, Spell Focus(Conjuration), Augment Summoning, Extend Spell, Sculpt Spell, Meta Magic School Focus (Conj).
I have my full summon-able monster list, with all modifications (+4Str/+4Con), special abilities, etc. And I know which to use for given situations.
Now, I know that one of the keys to playing a Malconvoker successfully are tied heavily to understanding the bull rush, trip and grapple rules.
I am pretty sure I understand trip well. You knock them down, and when they try to stand or crawl away, everyone in range gets a free AoO. If they stay on the ground and attack, they get a whole bunch of minuses. Check!
I don't really understand the utility of Grapple, or the full rules behind it. It looks like you make a grapple check, succeed, and hold them (they get minuses/etc). Then you can make another check next round to pin them(?). If they are pinned and break free, what happens? are they still grappled? It looks like the sole purpose of grapple is to tie up enemy spell casters or force an enemy fighter to waste an action on freeing themselves. Is this right?
As for bull rush, I don't get it at all. I guess you could try and force some enemy back away from an ally, but is there more too it? Also not entirely sure how the mechanics work.
Also, while I know I can communicate with my summons (most speak common, and the ones that don't I have the languages for), can I reliably "direct" them in combat without giving up standard actions to issue orders? It seems to me that anything beyond a simple 2-3 word command would require me to use an action to accomplish.
Thanks in advance