Difference between revisions of "Understanding Grappling"

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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. If your maintenance roll fails, they break free.
 
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. If your maintenance roll fails, they break free.
   
While you maintain your hold, you can:
+
While you maintain your hold, you can do one of the following as a standard action:
   
: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.
+
: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. Location must be adjacent to attacker.
   
:B) Do damage, lethal or non-lethal, equal to:
+
:B) Do damage as a standard action, lethal or non-lethal, equal to:
 
::i) an unarmed strike
 
::i) an unarmed strike
 
::ii) a natural attack; or,
 
::ii) a natural attack; or,
::iii) armor spikes or a light or one-handed weapon
+
::iii) an armor spike or a light or one-handed weapon
   
 
:C) Pin -- give opponent the pinned condition, at the cost of your Dex bonus to AC
 
:C) Pin -- give opponent the pinned condition, at the cost of your Dex bonus to AC

Revision as of 05:34, 4 February 2012

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!

Tom Flock of the Paizo boards also crafted a Grappling Flowchart.


What Grappling Looks Like

Grappling has changed from 3.5. In words from the designer: "I think folks need to remember that the grappled condition is not as severe as it once was. You are no longer draped all over the target. It is more like you got a hold on them, typically an arm (hence the restriction). The pinned condition is more of your greco-roman wrestling hold."

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).
  • they cannot cast spells with a S component, and all materials must already be in hand; in addition, they must succeed at a concentration check in order to cast the spell


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; if the AoO succeeds, you take a penalty to your CMB equal to damage dealt
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. They may do so on their turn only.


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. If your maintenance roll fails, they break free.

While you maintain your hold, you can do one of the following as a standard action:

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. Location must be adjacent to attacker.
B) Do damage as a standard action, lethal or non-lethal, equal to:
i) an unarmed strike
ii) a natural attack; or,
iii) an armor spike 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

You may not make AoOs. In addition...

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 (though you may not take AoOs)
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 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. Failure means loss of the spell. 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.