Difference between revisions of "Understanding Grappling"

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'''Stealth and Invisibility:''' If a grappled creature becomes invisible, they gain a +2 circumstance bonus on CMD to avoid being grappled, but receive no other benefit. Nor may a grappled creature use Stealth or similar abilities to hide from an opponent.
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'''Stealth and Invisibility:''' If a grappled creature becomes invisible, they gain a +2 circumstance bonus on CMD to avoid being grappled, but receive no other benefit. Nor may a grappled creature use Stealth or similar abilities to hide from an opponent even if certain abilities, such as Hide in Plain Sight, might allow them to do so.
   
 
==Spellcasting, Spell-Like Abilities, and Grappling==
 
==Spellcasting, Spell-Like Abilities, and Grappling==

Revision as of 17:50, 13 July 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 a big thanks for all the time and effort he put into this!

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.

Consider: Grappling is not as simple to escape as it might seem. Once an opponent succeeds on their first grapple, they receive a +5 to maintain it. In addition, the opponent has a -4 penalty to Dex, which lowers his CMD. And, if they are still holding onto a weapon with one hand, they get -4 to their grapple check.

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
Items that might alter your CMB and CMD: While grappled, remember that you at a -4 penalty to Dex. If you are holding onto a weapon with one hand and are humanoid, apply another -4.

If this succeeds, you can:

A) Break free and act normally
B) Become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can)

Alternately, instead of making a grapple check, you may:

A) Take any one-handed action
B) Attack with a one-handed, light weapon at -2; you may attack any creature in reach
C) Attempt to cast a spell by making a Concentration check with a high DC (DC 10 + grappler's CMB + spell level); if this check is failed, you lose the spell. You may only cast spells which are without somatic components and whose materials are in hand. Note that if you take damage while casting, you may be required to make another roll. The DC for this roll is per the damage rules: 10 + ½ the damage that the continuous source last dealt + the level of the spell you're casting.


Stealth and Invisibility: If a grappled creature becomes invisible, they gain a +2 circumstance bonus on CMD to avoid being grappled, but receive no other benefit. Nor may a grappled creature use Stealth or similar abilities to hide from an opponent even if certain abilities, such as Hide in Plain Sight, might allow them to do so.

Spellcasting, Spell-Like Abilities, and Grappling

If you want to cast a spell or use a spell-like ability, 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