Question about Greater Grapple


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Text:

Maintaining a grapple is second nature to you.

Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.

Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Normal: Maintaining a grapple is a standard action.

So, suppose I standard action grapple someone and succeed (the first round of grappling). Can I, in that same first round, then use my move action to "maintain" the grapple and get another effect, like a pin?

And if so, do I get a +5 to the second roll, since the person didn't escape in between my two grapple checks (I would guess not, because it says subsequent rounds)?

Also, a question about this: If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).

Does this apply to maintaining a grapple? Suppose I'm a white-haired witch who can grapple with reach (and doesn't gain the grappled condition when grappling with her hair after striking the target). If I standard action grapple someone and pull them next to me, then 5ft move away, then move action "maintain" to grapple them again, would it pull that person next to me again?

Thanks.


Yep, you can maintain a grapple as many time a round as you're able and you can take whatever action is allowed by maintaining a grapple each time.

The interactions between grapplers where one participant doesn't gain the grappled condition are kind of hazy. Due to holes in the rules, an "ungrappled" grappler could just walk away from his opponent since his movement isn't restricted and maintain from a distance since there's nothing that says the opponent automatically goes with him. And nothing says maintaining a grapple moves the opponent unless that's the grapple action you choose.

Of course, a sensible restriction is that you can only maintain grapples against creatures you can actually reach or maybe even only adjacent creatures. That's going to be a GM call.


Pathfinder Adventure, Rulebook Subscriber

the way it works is you roll 2 dice, if one succeeds you maintain the grapple. No +5 on this round, but you do get it next round. Once you make your "maintain" check you get to do two things on the list of "what can i do now that I maintained the grapple," about pg 200 in the CRB.

So w/ improved grapple I roll 1d20, if I maintain I can: 1) damage up to unarmed damage, 2) move at half my speed, 3) pin, 4) tie up.

with greater grapple I roll 2d20s, if one of them maintains then I can do two of the things above.

Rapid Grappler is a feat from UC, it makes maintaining a swift action, so you roll 3 times and can do 3 things.


Hmm, that's an interesting way of interpreting it. I read the "two grapple checks" thing as you can use your standard action to make a grapple check and your move action to make a second. Each one performs its own action if it succeeds. I took the "only succeed once" portion to mean that the opponent doesn't break free if you fail one of these checks but you only get to take as many grapple actions as you succeed.

As for the maintain bonus, I suppose the section in the combat rules on maintaining a grapple does say "in subsequent rounds" for the +5 bonus. So it seems reasonable that if you standard-action grapple someone to start, you wouldn't get the +5 on your move-action grapple check in the same round.


It simply changes the action required to maintain a grapple.

So, you could dothe following in one round:

Grapple as a standard action.

If you succeed, you can then make another grapple check as a move action to maintain it.

If you succeed at the attempt to maintain the grapple, you can move, damage, or pin the target, all in the space of one round.

Next round, you can maintain twice to say, damage the enemy, and Tie him up. This is because you you can do it as a move action.


Cool, thanks guys.


If you can 'maintain' more than once in a round it breaks Body Bludgeon which triggers "as part of the action she uses to maintain".
(To be clear, this is broken because it's a 100% free attack at FULL BAB vs two opponents that is not explicitly limited to "once per round")

I was tempted to make a thread about this when I saw it come up a week ago, but meh.

Further, Rapid Grappler states

Quote:
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.

If this additional check also maintains, it functions with BB above.

Sorry, but nothing to contribute directly to the OP

edit: forgot about the swift portion, carry on, the point still stands


What is the business about the +5 if your opponent doesn't escape the grapple. I can't find anything about, and am looking for the details. thanks


Archaeik wrote:

If you can 'maintain' more than once in a round it breaks Body Bludgeon which triggers "as part of the action she uses to maintain".

(To be clear, this is broken because it's a 100% free attack at FULL BAB vs two opponents that is not explicitly limited to "once per round")

I was tempted to make a thread about this when I saw it come up a week ago, but meh.

Further, Rapid Grappler states

Quote:
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.

If this additional check also maintains, it functions with BB above.

Sorry, but nothing to contribute directly to the OP

edit: forgot about the swift portion, carry on, the point still stands

I don't see this as astoundingly abusable. You need like four feats and a reasonably high level to pull this off. And it's still not that amazing. So you've got two goons right next to you, you could grapple and pin one the first round and then use the second round to make two attacks on the other. You've just used two rounds to make the equivalent of four attacks at base BAB with an improvised weapon. Just full attacking would be better.

If your opponents aren't both adjacent to you, you've got to spend one full round pinning one, then on the next round you use one of your grapple checks to move half your speed to the other opponent, and your last check to make what amounts to two attacks. Again, not gamebreaking.

It becomes a bit more impressive once you throw Rapid Grappler in, but it's still not amazing for something you have to spend most of your feats on.

Gunn wrote:
What is the business about the +5 if your opponent doesn't escape the grapple. I can't find anything about, and am looking for the details. thanks

It's in the combat chapter under Grapple.

Combat Chapter wrote:

If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds.

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