
amscrey |
The Blink Spell description mentions that a "blinker" suffers a 20% mischance when attacking and those who attack him suffer a 50% mischance (unless those attackers can hit ethereal opponents and/or see invisible opponents) - How does this effect the grappling rules?
Can a combatant who is blinking grapple at all? Are Grapple Checks (or Combat Maneuver Checks in general) subject to the blink mischances? If so does that mean the blinker maintains his advantage (only suffering a 20% mischance vs the opponents 50%) is subsequent turns of a grapple?

Ravingdork |

The Blink Spell description mentions that a "blinker" suffers a 20% mischance when attacking and those who attack him suffer a 50% mischance (unless those attackers can hit ethereal opponents and/or see invisible opponents) - How does this effect the grappling rules?
Can a combatant who is blinking grapple at all? Are Grapple Checks (or Combat Maneuver Checks in general) subject to the blink mischances? If so does that mean the blinker maintains his advantage (only suffering a 20% mischance vs the opponents 50%) is subsequent turns of a grapple?
Combat maneuvers are still attack rolls. Simply roll miss chances as normal for the spell. If the grappler is unable to start or maintain a grapple, then the target is freed. If the target moves to a different square while ethereal, that also frees him.
Seems like the easiest solution to me.

Karlgamer |

I think that grapple probably shouldn't be able to work on a blinking creature.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

Ravingdork |

I think that grapple probably shouldn't be able to work on a blinking creature.
blink wrote:While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.
And that's an even easier solution. If the grappler fails against miss chance, the victim is freed. On the victim's turn, they can pretty much automatically free themselves, even if it is via shunting.
Makes one wonder though, does getting shunted through a grappler hurt the grappler too?

Blueluck |

Makes one wonder though, does getting shunted through a grappler hurt the grappler too?
I'd probably say that it does, just because it's more fun that way, and 1d6 damage isn't much to worry about throwing around on something that's just for fun. Of course, only the blinker is shunted away from where he intended to be. The "solid object" stays in place.

Remco Sommeling |

I would just allow the initial grapple as normal, with normal mischance and all that, if the caster is grappled I'd allow himself to be automatically freed against most if not all creatures and have a 50% chance of getting 1d6 damage and be shunted away to a random adjacent square, which I'd treat as an involuntary 5 foot step or a move action (caster's choice, though it might also depend on the size of the creature and if it is a really large creature the damage might be higher than 1d6).
I don't think the grappler should get that damage, since the spell doesn't mention objects being damaged either and they aren't forcibly moved.

![]() |

The Blink Spell description mentions that a "blinker" suffers a 20% mischance when attacking and those who attack him suffer a 50% mischance (unless those attackers can hit ethereal opponents and/or see invisible opponents) - How does this effect the grappling rules?
Can a combatant who is blinking grapple at all?
You could initiate a grapple but not maintain it! Blinking make you quickly move in and out of the material plane, many times per round.
Example: you succeed your initial grapple check by 'winning the mischance' . The grappled character can simply ready an action to move out of the grapple when you go ethereal, and since you go ethereal many times per round, he simply moves free during is turn...

amscrey |
Combat maneuvers are still attack rolls. Simply roll miss chances as normal for the spell. If the grappler is unable to start or maintain a grapple, then the target is freed. If the target moves to a different square while ethereal, that also frees him.
I like the idea of applying the mischance to the combat maneuvers checks just as they are applied to attack rolls but are combat maneuvers technically considered attack rolls? If the answer is yes it would seem to me that a grappler could use rend when damaging an opponent twice with his natural attacks even if one or both of those "damages" was applied via a maintain grapple check. Also this would seem to allow a true strike spell to be used for grappling and other combat maneuvers.
There seems to be some support for this in the Combat Maneuver Rules wording: (under Combat->Combat Maneuvers->Performing a Combat Maneuver)
If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.
and
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.
Whether or not CM rolls are technically considered "attacks rolls" I like the idea of applying mischance penalties (whatever the source) to the combat maneuvers.

amscrey |
And that's an even easier solution. If the grappler fails against miss chance, the victim is freed. On the victim's turn, they can pretty much automatically free themselves, even if it is via shunting.
You could initiate a grapple but not maintain it! Blinking make you quickly move in and out of the material plane, many times per round.
Example: you succeed your initial grapple check by 'winning the mischance'. The grappled character can simply ready an action to move out of the grapple when you go ethereal, and since you go ethereal many times per round, he simply moves free during is turn...
These are interesting points. Under this interpretation it seems a grapple with one combatant blinking is unlikely to last long but I think it is a significantly different interpretation than one which would simply disallow an initiation check or essentially disallow the grappled state to be applied to the combatants - which is what I thought Karlgamer was driving towards: (I might be wrong about that)
I think that grapple probably shouldn't be able to work on a blinking creature.
Disallowing the grapple altogether is a pretty simple solution to the issue and it still seems to me there is a valid argument for either interpretation, but personally I prefer the messier solution - it leaves a lot of possibilities open.

BigNorseWolf |

Makes one wonder though, does getting shunted through a grappler hurt the grappler too?
no. There's never any mention in the teleport spells of the object the wizard is being shunted through being damaged. Creatures and solid objects in D&D have a "right of way" on existing in a particular spot: that's why you can't create water inside someone's brain to give them encephalitis or summon a dire badger into a dragons lung.

Ravingdork |

I like the idea of applying the mischance to the combat maneuvers checks just as they are applied to attack rolls but are combat maneuvers technically considered attack rolls? If the answer is yes it would seem to me that a grappler could use rend when damaging an opponent twice with his natural attacks even if one or both of those "damages" was applied via a maintain grapple check. Also this would seem to allow a true strike spell to be used for grappling and other combat maneuvers.
There seems to be some support for this in the Combat Maneuver Rules wording: (under Combat->Combat Maneuvers->Performing a Combat Maneuver)
srd wrote:If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.and
srd wrote:When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.Whether or not CM rolls are technically considered "attacks rolls" I like the idea of applying mischance penalties (whatever the source) to the combat maneuvers.
Yes, they are most definitely considered attacks. Any penalties or miss chances that would apply to the swing of a sword also apply to your whip disarm attempt or your bare fisted grab for hair. makes sense, no? It specifically states as such in the maneuver rules. As for grapple rends, I've addressed that in the grapple rend thread.

Legioned |
I don't mean to resurrect this unnecessarily but our play forum is referencing this post. I have a couple of points I do not think were considered.
First, yes you can move through objects, even solid ones, even living creatures. However a grappling creature occupies their own square, not yours. So why would one 'shunt'? I would argue you stay where you are if this movement is permitted.
Bringing me to my second point, by RAW, you cannot take a move action while grappled. So despite blink saying you can move through objects, why does this grant one a move action (unless you are the grapple controller, and have made a check to maintain and move).
Third James Jacobs highly recommends house ruling against stacking miss chances, and he suggests that next Pathfinder edition they will even remove mirror image. This blink mechanism we are suggesting sounds to me like stacking miss chances. It favours the blinker (and it is only a 3rd level spell), with any real control mechanism (other than waiting the spell out and hoping you survive).
Thoughts on these points?