
Lobolusk |

1. our alchemist was throwing a bomb and as the attack of opportunity the Cleric decided to disarm her. can you use the disarm to stop a alchemist from throwing a bomb.
2. while grappled can you take a full round action? with a pistol or dagger and is there a chart to show where you are grappled ei arms legs head and does that effect the ability to attack.
3.A giant bird picks up one of the PCs a gunslinger and flies them up 3 round to 180ft the gunslinger puts lead in the bird so it dies while in mid air. like a boss the gunslinger falls while smoking a stogie. how far does the gunslinger fall per round?
4. see 1 how do the AAOOs work in that instance nobody has any improved disarm or improved throw.
5. while grappled and a gunslinger shoots does it provoke an AAO and if it s a giant bird how does it take the AOO if it is holding him in its claws.

Phasics |

1. our alchemist was throwing a bomb and as the attack of opportunity the Cleric decided to disarm her. can you use the disarm to stop a alchemist from throwing a bomb.2. while grappled can you take a full round action? with a pistol or dagger and is there a chart to show where you are grappled ei arms legs head and does that effect the ability to attack.
3.A giant bird picks up one of the PCs a gunslinger and flies them up 3 round to 180ft the gunslinger puts lead in the bird so it dies while in mid air. like a boss the gunslinger falls while smoking a stogie. how far does the gunslinger fall per round?
4. see 1 how do the AAOOs work in that instance nobody has any improved disarm or improved throw.
5. while grappled and a gunslinger shoots does it provoke an AAO and if it s a giant bird how does it take the AOO if it is holding him in its claws.
1. As a rule of cool I'd let this work and bomb would drop at the feet of the alchemist and explode, maybe add a 50% chance it was knocked from his hand before it was ready.
(however if the alchemist has fast bombs then 1 disarm only stops one bomb not all of them)2. No and I believe this is because you don't have a move action while grappled
3. a round is 6 seconds so you'd fall all 180ft in that time, (you fall at an acceleration of 32ft/sec, if my math isn't off terminal velocity is about 181 ft/sec)
4. the cleric using a combat maneuver untrained provokes an AoO from the Alchemist who can hit him back if he has an AoO available for the round ;) yeah it gets a little screwy.
5.Giant bird can crush him in its claws as an AoO, or swing its head down to peck at what its holding as you've probably seen real birds do
but thats just my take

mem0ri |

1 - Yes, you can absolutely use disarm to stop an alchemist from throwing a bomb. Ever grabbed a ball out of someone's hand? Or grabbed their wrist to stop them from throwing? A bomb is a weapon and is therefore subject to disarm.
2 - There is no chart to show where someone is grappled ... that is largely a role-play decision. Yes, pistols and daggers can be used while being grappled.
3 - The terminal velocity of a human being (falling speed at 'full acceleration') is 250 ft/second. A 180 ft. fall would take 2-3 seconds at most (accounting for acceleration), so 1/2 a round. (Using the standard fall acceleration of 32 feet/second/second ... the character falls for more than 2 seconds, but less than 3 seconds)
4 - Unless I'm mistaken, if two people are grappling, there are not inherent attacks of opportunity involved. However, if one is attempting to start a grapple and the other is armed, the armed individual gets an AoO before the grapple. If the grapple is successful, there is no AoO for the next round ... both are in grappled-state.
5 - The gunslinger is essentially choosing to ignore grappling and go for his gun, so yes ... I would cause an AoO to occur (I am not officially citing rules in this answer, so I may or may not be technically accurate). The giant bird can easily taken the AoO by simply 'squeezing' it's claws, piercing the gunslinger's skin where it has him grappled.
Hope that helps out ...

mem0ri |

is there an official rule citation for falling speed?
No, falling speed is an act of the laws of physics and gravity. If physics and gravity are different on your world, then there won't be a 32 feet/second/second acceleration ... but if they're generally the same as our world, that's the equation. Science fact ... not rule.

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2. You can take a full attack action, you just can't use both hands. (remember to apply appropriate penalties due to the grappled condition)
If You Are Grappled
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can 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). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
5. When one creature grapples another they both gain the Grappled condition. The gunslinger can shoot with one hand while grappled, (if his firearm was loaded), but can't reload it, because that would require two hands. The bird does not get an AOO because it also has the grappled condition.
Grappled
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
If you have an instance where the creature in question that wants to initiate a grapple also has the Grab monster rule, you could take a -20 to his CMB check just to grab the target and be exempt from taking on the grappled condition. That would allow it to take AOO's , and avoid the other penalties associated with the grappled condition.
Grab (Ex)
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.
The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.

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I imagine disarming a bomb would be like trying to interupt a spell. The alchemist has a number of components and vials, just like a wizards spell components. I don't believe there is a rule for it so you could either rule it is possible with disarm or you could set the alchemist a concentration check to complete the mixing of the bomb with another vial.
As for falling, you can only cast a spell if a fall is 500ft or more, suggesting that any fall of less than that is immediately resolved.

Dr Tom |

As a physics professor, I can't help but chime in here:
Assuming constant acceleration, the distance a person moves goes as 1/2*acceleration*time squared. It's that squared factor that makes the 180 foot figure way, way too low.
Given the acceleration due to gravity of 32 ft/sec/sec, that means that ignoring air resistance, you'd fall 576 feet over the course of a 6 second round.
Obviously, this is a high estimate, since in the real world the acceleration begins to approach zero as the velocity increases. For a human, terminal velocity is something on the order of 56 m/s, or 183 ft/s. Since doing an integral seems sort of over the top for a roleplaying game,it seems easier to assume that the acceleration is uniform until terminal velocity is met.
I've yet to run across a situation in which a fall would last more than a round, personally.

Lobolusk |

2. You can take a full attack action, you just can't use both hands. (remember to apply appropriate penalties due to the grappled condition)
From SRD wrote:If You Are Grappled
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can 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). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
5. When one creature grapples another they both gain the Grappled condition. The gunslinger can shoot with one hand while grappled, (if his firearm was loaded), but can't reload it, because that would require two hands. The bird does not get an AOO because it also has the grappled condition.
From SRD wrote:...Grappled
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the
okay thanks for that i had a double barrel pistol so i could fire both barrels in a row . then how would reload work? would i have to take my normal acton to reload then the next round fire?
basically fire, round 1 reload round 2 fire round 3 ect..

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okay thanks for that i had a double barrel pistol so i could fire both barrels in a row . then how would reload work? would i have to take my normal acton to reload then the next round fire?
basically fire, round 1 reload round 2 fire round 3 ect..
Nope. Reloading a gun requires two hands. You can't do that while grappled.

Lobolusk |

Lobolusk wrote:Nope. Reloading a gun requires two hands. You can't do that while grappled.okay thanks for that i had a double barrel pistol so i could fire both barrels in a row . then how would reload work? would i have to take my normal acton to reload then the next round fire?
basically fire, round 1 reload round 2 fire round 3 ect..
Thorkull am i reading this wrong?
Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms

Jezai |
1 person marked this as a favorite. |
Thorkull wrote:Lobolusk wrote:Nope. Reloading a gun requires two hands. You can't do that while grappled.okay thanks for that i had a double barrel pistol so i could fire both barrels in a row . then how would reload work? would i have to take my normal acton to reload then the next round fire?
basically fire, round 1 reload round 2 fire round 3 ect..
Thorkull am i reading this wrong?
Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms
You need one hand to hold the firearm and then "At least one hand free to load."

Phasics |

As a physics professor, I can't help but chime in here:
Assuming constant acceleration, the distance a person moves goes as 1/2*acceleration*time squared. It's that squared factor that makes the 180 foot figure way, way too low.
Given the acceleration due to gravity of 32 ft/sec/sec, that means that ignoring air resistance, you'd fall 576 feet over the course of a 6 second round.
Obviously, this is a high estimate, since in the real world the acceleration begins to approach zero as the velocity increases. For a human, terminal velocity is something on the order of 56 m/s, or 183 ft/s. Since doing an integral seems sort of over the top for a roleplaying game,it seems easier to assume that the acceleration is uniform until terminal velocity is met.
I've yet to run across a situation in which a fall would last more than a round, personally.
I started an adventure once where my 4 players woke up in freefall.
instead of counting feet fallen I just gave them 5 rounds before they hit the ground and died. They'd grabbed on to an attacking Roc within 4 rounds :P

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okay so no official rule on Falling? just science in a world with flying horses and flaming swords. so it fell to my DM discrestion. thankfully another dead character is not cool man
Unless there's something in the rulebook or the setting to contradict how things work in the real world, you can pretty safely presume that gravity works in game the way we're all familiar with it. Speed of sound is the same way, as is speed of light. It's generally not an issue with the scale the game operates at so it doesn't come up. Falling speed is one of those things that isn't an issue unless you're falling over 180 ft. If you're falling less that 180 ft. then it basically happens instantaneously for purposes of the game.
Is it unrealistic that falling 180 ft. takes as long as falling 10 ft.? Yes. But unless you want to run a 1-second round (like GURPS does), you have to accept some inaccuracies.
As to the reloading question, the basic firearms in Pathfinder are essentially muzzle-loading black powder weapons. If you can manage to do that with one hand, then I recommend you call Guinness and get a spot in their record book.
Even modern semi-automatic pistols require two hands to reload. The "one hand free" means you can't reload if you've got a gun in one hand and a sword, shield, sandwich, or scantily-clad maiden in the other.

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As a physics professor, I can't help but chime in here:
Assuming constant acceleration, the distance a person moves goes as 1/2*acceleration*time squared. It's that squared factor that makes the 180 foot figure way, way too low.
Given the acceleration due to gravity of 32 ft/sec/sec, that means that ignoring air resistance, you'd fall 576 feet over the course of a 6 second round.
Obviously, this is a high estimate, since in the real world the acceleration begins to approach zero as the velocity increases. For a human, terminal velocity is something on the order of 56 m/s, or 183 ft/s. Since doing an integral seems sort of over the top for a roleplaying game,it seems easier to assume that the acceleration is uniform until terminal velocity is met.
I've yet to run across a situation in which a fall would last more than a round, personally.
The Core book agrees in a rounded sort of way.
Form the PRD:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
Per the book you do not have the time to get even a standard action off unless you are falling greater then 500'. So, it can be assumed that you fall at least 500' in the first round, but the book is quiet on how far you fall the next round (assuming you did not impact, or stop your fall somehow).
Damage wise, from that 180' fall would be found here, with an average of 18d6 for a 180' fall (can be less depending on class skills (slow fall), acrobatics checks on landing, or surface you are landing on).