Difference between revisions of "Understanding Grappling"
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− | This tutorial covers how to handle a grapple, both from the perspective of being grappled and if you're the person doing the grappling. |
+ | This tutorial covers how to handle a grapple, both from the perspective of being grappled and if you're the person doing the grappling. Credits for this content go to Pyroclasm, with thanks. |
==What the Grappled Condition Does== |
==What the Grappled Condition Does== |
Revision as of 02:00, 15 May 2011
This tutorial covers how to handle a grapple, both from the perspective of being grappled and if you're the person doing the grappling. Credits for this content go to Pyroclasm, with thanks.
What the Grappled Condition Does
Before starting, there are three conditions to consider:
Grappled: During a grapple, both parties gain this condition. That is:
- They each cannot move (outside of the grapple)
- They each take a -4 to Dex
- They each take -2 to all attack and CMB checks except to grapple or escape a grapple
- They each cannot take any action that requires two hands, can't take AoOs, can't use stealth (but if they do become invisible, they gain +2 to CMD against the grapple).
Pinned: Pinned is a condition that be inflicted in a grapple, and is a worse version of "grappled." A creature under this condition has no movement, is considered flat-footed, takes an additional -4 to AC, and may use no spell (or spell-like ability?) with S or M components
Multiple Creatures: Multiple creatures can aid grappling or aid breaking free with Aid Another. Each success contributes to the CMB roll.
How to Grapple
To grapple, follow these steps. Be sure you understand the above conditions, however, before proceeding.
1. Do you have improved grapple?
- N -- eat an AoO
- Y -- proceed
2. Are both hands free?
- N -- roll at -4
- Y -- proceed
3. Roll your CMB vs the target's CMD.
4. If successful, both of you gain the grappled condition, but only the grappler can let go as a free action.
To Continue the Grapple
Make a new check each round to maintain your hold--if the opponent doesn't break free, you get a +5 circumstance bonus to the roll.
While you maintain your hold, you can:
- A) Move both of you at up to 1/2 your speed--if you move someone somewhere dangerous (like a wall of fire or off a cliff), they get a free chance to break free at +4.
- B) Do damage, lethal or non-lethal, equal to:
- i) an unarmed strike
- ii) a natural attack; or,
- iii) armor spikes or a light or one-handed weapon
- C) Pin -- give opponent the pinned condition, at the cost of your Dex bonus to AC
- D) Tie-up (if opponent is pinned (roll at -10), otherwise restrained, or unconscious) with rope -- Escape DC = 20 + your CMB.
If You are Grappled
If you're grappled, you can try to break free as a standard action by:
- A) rolling CMB vs CMD; or,
- B) rolling Escape Artist against a DC equal to the opponent's CMD
If this succeeds, you can:
- A) Break free and act normally;
- B)Become the grappler; or,
- C) Take any one-handed action (cast a spell, attack any target w/in your reach with a light or one-handed weapon)
Spellcasting and Grappling
If you want to cast a spell, you can only cast ones without S components, and with M components already in hand (unless you're pinned); also, you need to roll a Concentration check with a DC = 10 + grappler's CMB + spell level