8 millionth I'm confused about Grapple thread


Rules Questions


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I used search through several threads and it still doesn't seem clear to me. Correct me where I'm wrong.

1. My turn I go to grapple them (we'll assume I don't provoke AoO. My CMB vs. their CMD. I succeed so I've grappled and we're in the grappled condition.
2. Their turn they can roll escape or CMB vs. my CMD to break
3. My turn I roll to maintain vs. their CMD. If I succeed I can just roll damage for the appropriate types and don't have to roll to attack in addition
4: They roll again to escape
5. I roll to maintain again and succeed so I change the condition to pinned without rolling.

...10. On their turn they roll vs my CMD and succeed and now choose to be the grappler and I'm the grappled
11. On my turn I can roll vs. their CMD to break or be the grappler again. I fail
12. They beat my CMD to maintain and can now do one of the grapple moves like move, pin etc.

also

Quote:
You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
Ok, so I'm grappled, but lose dex bonus to AC. So Grappled Condition: –4 penalty to Dex, –2 attacks and combat maneuver checks (except those made to grapple or escape a grapple) and loss of dex bonus..so if you had a 16 dex you're CMD just had a +3 to it go to a -2 from loss of dex bonus (10) to 6 (-4)?? Even if the dex bonus loss part replaces the -4 if you had a 16 you just lost another 2 from instead of 16-4 = 12 (+1) to just straight 10 (+0). But for the pinned person
Quote:
Pinned is a more severe version of grappled, and their effects do not stack.

So he doesn't get the -4 to Dex but the grappler does? Or he doesn't?

The grappled person is pinned, gets -4 to AC and no Dex bonus. If they don't have any Dex bonus you gain nothing, and this only really helps with escape artist because CMB doesn't use dex. Pinning is making it much easier for many creatures to break your grapple when they have a decent CMB vs. your now weak CMD.

And the -4 dex of grappled is helping you with your maintain grapple (and do attacks i.e. damage option) vs. their CMD while the -4 AC of pinned doesn't. If they had a 12 dex (-4 dex) which was an 8 giving a -2 to CMD, then just losing their dex bonus its now a +0 and better than grappled.

Even if they had a 22 dex and lost that +6 you've lost your 18 or whatever dex and it's that much easier for their CMB to beat your CMD and they go from pinned to free as they don't have to go from pinned to grappled to free.

I apologize if this sounds rambling or not fully coherent as it's late and I should've gone to bed by now. Answering any of the questions with quotes from the devs or the PRD/Book is greatly appreciated.

The Exchange

What you missed is that the pinned creature can take no action except to break the pin...

pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned 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. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

I feel you may have also missed; "you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling"
and


I've read it a number of times and I'm aware of that.

But breaking the pin becomes that much easier when

1. you don't have your Dex to CMD and (still not clear) if the -4 to dex from grappled condition applies
2. they don't have their dex bonus which unless it was 16 doesn't matter and the -4 ac doesn't help you as all you can do is maintain grapple and use the damage option. It doesn't appear the -4 ac means -4 to dex type things of AC which would hurt their CMD.

etc.


I almost forgot about the +5 part..so the +5 goes to the check against CMD..so thats like a +5 to attack if you use the damage option correct?


I guess he means that grapple hampers their CMB (by applying dex penalty) wich they can use to break grapple, while -4 penalty to AC does not apply to CMB.
Also, just throwing this out:

Combat Manuever Defense wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD.


I tried to find your specific question, but I got lost, so here's my equally rambling response to you.

So, my barbarian has a +25 CMB to grapple.
I roll a 2. A 27 probably beats your CMD. You're grappled.
Let's say, for this instance, the barbarian also gains the grappled condition and all its associated penalties. He takes a -4 to dex. You take a -4 to dex. You have a -2 to all attack rolls, and can only use one-handed weapons. These penalties apply to either of us unless someone is maintaining or breaking grapple.
For instance, your escape artist is +15. You roll a 15, but the -4 to dex means you cannot break my 30 (32 CMD - 2 loss of dex) CMD. The -4 dex applies here, but you did not make an attack roll, so you do not take the -2 to attack rolls as well.
On my turn, I roll to maintain. 2 on the die plus +27 and a +5 circumstantial bonus. I choose to pin you. Now you not only have a -4 penalty to dex as a part of the PINNED condition, but you also have no dex bonus at all. So if you had a 20 dex, you'd apply a dex bonus as if it was a 6.

Breaking pinned is harder.

But back to the initial question, I think. When pinning, the grappler still has the grappled condition. He still has the penalties for being grappled. You have the more stringent penalties for being pinned. Breaking a grapple/pin against a normal opponent isn't supposed to be difficult since grappling isn't necessarily wrestling. Grappling can be as simple as grabbing someone's shirt collar and yanking on it or as complex as Greco-Roman wresting, depending on the character/player investment. Grappling between two non-specialized characters is used to slow down casters and trip people up.

For the most part, you'll find that only characters specialized in grapple (some monks, barbarians, rogues, and fighters) will engage that combat maneuver and they DO NOT gain the grapple penalties because it's their schtick. In these cases, breaking grapple or pin is nigh impossible for the normal character build (see the barbarian's 32 CMD), but these cases are much rarer.

The Exchange

You don't lose the grappled condition, you gain the pinned condition. So you have the grappled and pinned conditions
if grappled;
-4 dex
-2 att
an additional -2 to CMB
bad for casting
if pinned;
-2 att
an additional =2 to CMB
-4 dex
no dex mod to cmd (you still take dex penalty if you have one)
-4 to AC(which also applies to CMD)
worse for casting

The only 'unstackables' are the -2's, -4 dex and the caster screwings.

Liberty's Edge

downerbeautiful wrote:
I choose to pin you. Now you not only have a -4 penalty to dex as a part of the PINNED condition

The Pinned condition does not list a -4 Dex penalty, rather you lose your Dex Bonus to AC (and thus CMD) and take a further -4 penalty to AC (and thus CMD).

downerbeautiful wrote:
but you also have no dex bonus at all. So if you had a 20 dex, you'd apply a dex bonus as if it was a 6.

Ifyour Dexterity is 20/+5 your CMD would drop by a total of -9 (5 points for loses dex bonus and a further -4 for the reduction to AC).

downerbeautiful wrote:
Breaking pinned is harder.

Actually it is as easy, or easier, because the person doing the pinning is not only Grappled (-4 Dex Penalty) but also loses Dex bonus, which if you read the Ability bonus and penalty section as I do means they stack.

So if you had a BAB of +5, Strength Mod of +2, Dexterity Mod of +4 your CMD would normally be 21 but with the Grappled condition you suffer a -4 Dexterity penalty that applies a -2 to CMD. So the DC your foe would need to break out of the grapple if you are just grappling and not pinning them would be 19 (normal CMD -2).

However when you pin your foe, your CMD would become 15 (21 -2 for grappling and a further -4 for losing your Dex bonus to AC that also carries over to CMD)

Further, when pinned, your dexterity doesn't suffer a penalty like it would when just grappling, so your Escape Artist modifier would actually be higher and possibly better than using your CMB.

Its a mess to be honest and why I feel the 3.5 Grappling rules are better. Its worse because it uses the Ability Bonus / Penalty rules that are themselves screwy and different people interpret RAW differently for.

Liberty's Edge

Weaponbreaker wrote:

You don't lose the grappled condition, you gain the pinned condition. So you have the grappled and pinned conditions

if grappled;
-4 dex
-2 att
an additional -2 to CMB
bad for casting
if pinned;
-2 att
an additional =2 to CMB
-4 dex
no dex mod to cmd (you still take dex penalty if you have one)
-4 to AC(which also applies to CMD)
worse for casting

The only 'unstackables' are the -2's, -4 dex and the caster screwings.

Hmm, I don't read RAW like that, I read "Pinned is a more severe

version of grappled, and their effects do not stack." to mean if Pinned you use that condition and not Grappled if you are pinned. Basically I read Grappled > Pinned in the same way as Fatigued > Exhausted and Shaken > Frightened > Panicked with the effects of the more severe condition replacing the effects of the lesser condition.

But I can see your reading of the RAW as also being valid.

I really wish Paizo had done a better job of cleaning up the Grappling rules - especially as people had issues with the 3.5 rules which I feel are actually clearer than the PF rules.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

The +5 circ bonus only applies if someone DOESN'T attempt to break/escape the grapple I think.


DigitalMage wrote:
downerbeautiful wrote:
I choose to pin you. Now you not only have a -4 penalty to dex as a part of the PINNED condition

The Pinned condition does not list a -4 Dex penalty, rather you lose your Dex Bonus to AC (and thus CMD) and take a further -4 penalty to AC (and thus CMD).

downerbeautiful wrote:
but you also have no dex bonus at all. So if you had a 20 dex, you'd apply a dex bonus as if it was a 6.

Ifyour Dexterity is 20/+5 your CMD would drop by a total of -9 (5 points for loses dex bonus and a further -4 for the reduction to AC).

downerbeautiful wrote:
Breaking pinned is harder.

Actually it is as easy, or easier, because the person doing the pinning is not only Grappled (-4 Dex Penalty) but also loses Dex bonus, which if you read the Ability bonus and penalty section as I do means they stack.

So if you had a BAB of +5, Strength Mod of +2, Dexterity Mod of +4 your CMD would normally be 21 but with the Grappled condition you suffer a -4 Dexterity penalty that applies a -2 to CMD. So the DC your foe would need to break out of the grapple if you are just grappling and not pinning them would be 19 (normal CMD -2).

However when you pin your foe, your CMD would become 15 (21 -2 for grappling and a further -4 for losing your Dex bonus to AC that also carries over to CMD)

Further, when pinned, your dexterity doesn't suffer a penalty like it would when just grappling, so your Escape Artist modifier would actually be higher and possibly better than using your CMB.

Its a mess to be honest and why I feel the 3.5 Grappling rules are better. Its worse because it uses the Ability Bonus / Penalty rules that are themselves screwy and different people interpret RAW differently for.

Oh [insert explicative here] I mis-read and will change some of those initial words.

Grappling archetypes don't help with the rules either: There are dex/ac penalties to grappling? I wouldn't know since I haven't experienced them in five levels. [drip irritation at all the plus this and minus that rules that thankfully go out the window with archetypes]

Man, I'm wondering from the OP, were you asking for curiosity or was there something in particular you were looking at?

Edit: Or I do not get to edit the aforementioned post. Woo.
Anyway, like everyone else on the forums, I may respectfully disagree with the statement that grappling is stronger than pinning. When you're grappled, at least you can still make an attack; when you're pinned, you have to burn a round attempting an escape and hoping that someone doesn't come along and coup de grace you. Breaking out may be easier if the grappler invested nothing in his abilities, but being pinned is much riskier.


Pinned says "Pinned is a more severe version of grappled, and their effects do not stack." wich can be interpreted by "pinned replaces grappled" or "if same penalty applied by pinned and grappled, apply only highest one"


DarkPhoenixx wrote:
downerbeautiful wrote:
Now you not only have a -4 penalty to dex as a part of the PINNED condition,
There lies the problem - pinned never lists any penalties to DEX, only denying DEX bonus to AC and -4 penalty to AC. It alsow says "Pinned is a more severe version of grappled, and their effects do not stack." wich can be interpreted by "pinned replaces grappled" or "if same penalty applied by pinned and grappled, apply only highest one"

Yeah, I misread, but cannot fix it. I blame insomnia? considering the number of times I re-read the grappled and pinned conditions.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I started a thread for FAQing on the Grapple/Pin stacking issue here.


DarkPhoenixx wrote:
Combat Manuever Defense wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD.

TY I missed this. Also, let's not forget the table in combat which doesn't help at all in clearing up grappling at all. Ok, then let's do a scenario and see how it breaks down. Feel free to correct any mistakes.

We'll say we have a Player 1 and Player 1b vs. Player 2 and Player 2b. For simplicity sake they're all equal and level 1 fighter with 16 strength and 16 Dex (+3),+1 Bab and 1 rank of Esc. Artist (+4). They have an Armor AC of +4 (Chain shirt so -2 Arm Check) and I don't recall seeing anything about armor affecting grappling other than armor check. We won't worry about AoOs for this. Here is the sources of information we have:

Quote 1 wrote:
As a standard action, you can attempt to grapple a foe... if successful, both you and the target gain the grappled condition.
So Player 1 rolls his CMB vs. Player 2s CMD on his turn. With his +4 CMB (+1 BaB +3 Str) vs. Player 2's CMD (10 +1, +3, +3) that's a CMD of 17 ...minus his CMB and it's really a DC 13. That sounds reasonable. If Player 1 was successful then at this point both are now grappled and incurring the same penalties:
quote 3 wrote:
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.
Ok so Player 2 has to wait till his turn and tries to break the grapple.
quote 4 wrote:
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

So Player 2 has his CMB of +4 vs. Player 1's CMD of 17 (-2 from the -4 Dex)= 15 and then tack off 4 from Player 2's CMB that's a DC of 11 for Player 2 to break the Grapple using CMB (a 50/50 chance. This will not change. This seems fine. Using Player 2's Escape artist (+4 - 2 from dex penalty and -2 armor check) is +0 vs. Player 1's CMD of 17 (-2 from both getting dex penalty) is DC 15. He'll obviously use CMB.

If Player 1b or 2b attack their counterpart it would be +4 to attack (+1 bab +3 strength or +1 bab +3 dex ranged). The rules say nothing about ranged vs. melee on this other than the fact you're shooting into melee. We'll assume people have precise shot. So +4 attack vs. AC of 17 (10 + 3 Dex + 4 Armor) - 2 (-4 dex) = 15 - 4 from attack bonus is DC 11 to hit them. Player 1 or 2 attacks Player 1b or 2b it'd be +4 (-2 in grappled) vs. AC of 17 = DC of 15 for either of them to attack outside the grapple.

For Player 1 on his next turn to maintain his grapple:

quote 5 wrote:
If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. 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.

So on Round 2, Player 1 needs to maintain his grapple and now the original DC 13 to grapple with the +5 is a DC 8 to maintain it. Not hard, but keep in mind Player 2 needs only an 11 to break the grapple.

Quote:
a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
It seems the maintain the grapple roll would be your "attack roll" to do move/pin/tie and this:
Quote:
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
Thus you don't need to make two attack rolls, one to grapple and one to attack. However, let's say Player 1 on round 2 did this instead:
Quote:
Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

. Ok so that was Player 1's action. Now Player 2 needs to break it to do anything. Player 1 now is grappled with -4 dex AND loses his dex bonus. Player 2's +4 CMB vs. Player 1's CMD of (10+1 + 3 + 3) 17 - 3 (dex bonus) - 2 (-4 Dex penalty) = DC of 12... - 4 counting Player 2's CMB is a DC of 8. 20% easier to break the Pin than to break the Grapple. With Escape Artist: (+1 + 3) = +4 (-3 Dex bonus - 2 armor) = -1 vs. CMD of 12 is a DC 13. Again easier than the DC 15 above and with a few ranks in escape artist or a class skill it would also be easy to break this way. Ok so what is it for Player 1 to maintain the pin? CMB of +4 (+5 circumstance) = +9 vs. CMD of 17 (-3 dex bonus -4 AC penalty to CMD) = CMD of 10 - 9 from CMB is a DC of 1 (1s and 20s rules applies) so ya..you have a 95% chance to maintain.

That's great, but odds are they'll have broken the pin on their turn. Also it specifically says

Quote:
Pinned is a more severe version of grappled, and their effects do not stack.

That means you can again make AoOs when pinned and not grappled and no longer incur the -2 to attack rolls and combat maneuver checks even though you're more "entangled" than before.

What if Player 1b and 2b are in the situation? Player 1b against pinned Player 2 (+4 to attack) vs. AC of 17 (-3 dex bonus, - 4 AC) = 10 - 4 attack = DC 6. Player 2b on Player 1 = +4 attack vs. AC of 17 -3 (Dex bonus and -2 (from -4 dex penalty) = AC of 12 - 4 = DC 8. The pinner weakens the pinned but also at a pretty good expense to himself.

The concentration check for casters for grapple and pin is the same (10 + grapplers CMB + Spell level), but pinned they can't use Somatic. The odds are a spellcaster has at least one verbal spell. Even if they don't and it was a 1st level wizard with no Dex/Str Bonus: +0 CMB vs CMD of 17 (-3 dex bonus - 2 from -4 dex penalty) = DC 12..Not that hard..or Escape Artist with 1 rank = +1 (-0 dex bonus loss or armor penalty) vs. 12 = 11 and a 50/50 chance and not hard. We were talking about a strong/agile fighter vs. his wizard counterpart btw.

And grappled? +0 CMB vs. CMD of 17 (-4 dex) = CMD of 15 which makes pinned easier to break than grappled (DC 12). Or Escape Artist: 1 rank (-4 dex) = -1 vs. CMD of 17 (-2 from dex penalty) = DC of 16 (DC 11 above). Again pinned is better for the pinned spellcaster!

So what have we accomplished by pinning?

1. The pinned person has to waste their turn breaking it if they don't have a verbal spell.
2. From the time the person pins until the pinned person's turn when they will likely break it, it gave allies a slightly easier chance to hit the person (and its easier for enemies to hit you). But they don't incur the -2 to attack your friends and can take AoOs. Again maintaining is easier, but the pinned person will likely find it easier to break the pin and is likely out so maintaining is worthless.You'd have to start the grappling all over again, and now you have a person that's even angrier at you and will focus on you for molesting them.

Pinned seems to be a terrible option until you get features that take away the penalties for pinning someone.

Liberty's Edge

MattR1986 wrote:

Ok so that was Player 1's action. Now Player 2 needs to break it to do anything. Player 1 now is grappled with -4 dex AND loses his dex bonus. Player 2's +4 CMB vs. Player 1's CMD of (10+1 + 3 + 3) 17 - 3 (dex bonus) - 2 (-4 Dex penalty) = DC of 12... - 4 counting Player 2's CMB is a DC of 8. 20% easier to break the Pin than to break the Grapple.

With Escape Artist: (+1 + 3) = +4 (-3 Dex bonus - 2 armor) = -1 vs. CMD of 12 is a DC 13. Again easier than the DC 15 above and with a few ranks in escape artist or a class skill it would also be easy to break this way.

Where are you getting the -3 Dex Bonus for Escape Artist from?

Are you reading the Errataed Pinned Condition of "A pinned creature cannot move and is denied its Dexterity bonus" to mean loses its Dexterity Bonus to everything (i.e. including Dex based skills)?

I read it as losing its Dex Bonus to AC only (as the pre-errata version specified Flat Footed), which would mean the Escape Artist check for Player 2 to escape the Pin would be +2 (1 Rank, +3 Dex Bonus -2 Armour check penalty) versus Player 1's CMD of 12, or success on a roll of 10 or more, so 55% chance of success (it would still be better to use CMB to break the Pin.

MattR1986 wrote:
That means you can again make AoOs when pinned and not grappled

I don't believe that is correct, the Pinned condition states "A pinned creature is limited in the actions that it can take" and then seems to list what is possible, limited to:

Attempt to free itself (using CMB or Escape Artist)

Take verbal and mental actions (but cannot cast any spells that require a somatic or material component).

And that is about it.

MattR1986 wrote:
Pinned seems to be a terrible option

Yep unless you plan to tie them up pinning is mostly pointless and worse opens you up to Sneak Attack damage too!


A grappled creature can still full-attack you. A pinned creature cannot.


DigitalMage wrote:

Where are you getting the -3 Dex Bonus for Escape Artist from?

Are you reading the Errataed Pinned Condition of "A pinned creature cannot move and is denied its Dexterity bonus" to mean loses its Dexterity Bonus to everything (i.e. including Dex based skills)?

I read it as losing its Dex Bonus to AC only (as the pre-errata version specified Flat Footed), which would mean the Escape Artist check for Player 2 to escape the Pin would be +2 (1 Rank, +3 Dex Bonus -2 Armour check penalty) versus Player 1's CMD of 12, or success on a roll of 10 or more, so 55% chance of success (it would still be better to use CMB to break the Pin.

I don't know why the losing the Dex bonus would be limited in scope and I'd assume it applies to escape artist as well. Someone is holding you down so you can't move as much.

Quote:

I don't believe that is correct, the Pinned condition states "A pinned creature is limited in the actions that it can take" and then seems to list what is possible, limited to:

Attempt to free itself (using CMB or Escape Artist)

Take verbal and mental actions (but cannot cast any spells that require a somatic or material component).

And that is about it.

Ya oops. Should have specified talking about the -2 gone for like non-physical attacks like mind attacks or whatever else. And I believe AoO is only for physical melee attacks so ya it's if-so-facto the same because if you can't do anything else you still can't AoO even though its not stated again when Pinned supercedes Grappled.

MattR1986 wrote:
Pinned seems to be a terrible option
Yep unless you plan to tie them up pinning is mostly pointless and worse opens you up to Sneak Attack damage too!

Graceful Grappler (in Tetori Monk and maybe others) is pretty much the only time I can see pinning being a good thing.

"Matthew Downie" wrote:
A grappled creature can still full-attack you. A pinned creature cannot.

Ok so you've spent your first round grappling them, their first round they full round attack you. Your second round you pin them. Assuming they aren't really weak, it's not easy for them to break. So you've wasted two rounds so that they can't attack one round and have taken a full round attack.


The Tetori monk thing raises a question as well I didn't see in posts.

Graceful Grappler:

Quote:
This ability replaces flurry of blows.
But...in the main monk section:
Quote:
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Does this mean that because it replaces flurry of blows you can't use graceful grappler with armor? If so, can you take armor proficiency, wear armor, and get these abilities (or their replaced abilities) back again or no? If this was FAQed somewhere please link.

The Exchange

MattR1986 wrote:
That means you can again make AoOs when pinned and not grappled and no longer incur the -2 to attack rolls and combat maneuver checks even though you're more "entangled" than before.

MattR nothing says you lose the grappled condition when you gained the pinned condition.

Just as nothing says you lose stunned condition by being dazzled or invisible.


Okay a few things
Firstly... whenever you make thr check to maintain a grappl successfully, you can perform any of the actions listed thereafter. This does not require any additional check.

Secondly... pinning is really about taking away options. It is an excellent option in many cases... particularly with a heavy investment into grapple feats (see pinning rend)

Third. When you lose an ability bonus, you lose it... for everything unless it specifically says otherwise. So this would apply to escape artist.
Also, when you are pinning someone. Losing your dex bonus does not set you at 10 dex... you just don't get your bonus (if positive.... you always keep a negative). So, if you have a 14 dex, you act as if you have a 10 dex while you have the grappled condition. If you then pin someone you lose your dex bonus. Since at 10 effective dex you don't have a bonus.... nothing changes.

The only reason that this is stupid IMO is because of agile maneuvers... but that is a different rant.

About the tetori and wearing armor? Sure he can. He loses his monk AC bonus but does not lose graceful grappler. This is for the same reason that most fighter archtypes can't use glives dueling... because even though it may act like weapon training... and even though it replaces weapon training.... it isn't weapon training

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Keep in mind for a tetori that losing that AC bonus also means losing that bonus to CMD, which is nice for holding on to targets.


Taenia wrote:
Keep in mind for a tetori that losing that AC bonus also means losing that bonus to CMD, which is nice for holding on to targets.

Correctamundo

And armor doesn't help whatsoever with CMD... still if you wanted to use a hybrid build or something the option exists.

If you build around it, grapple can be pretty boss. Crane style merges well to help buff Cmd. Add in some bracers of armor with the "brawling" quality for +2 on grapples and a decent ring of protection for an even higher CMD

Always remember that all dodge sacred circumstance profane and deflection bonus add to CMD.


Lord_Malkov wrote:
Taenia wrote:
Keep in mind for a tetori that losing that AC bonus also means losing that bonus to CMD, which is nice for holding on to targets.

Correctamundo

And armor doesn't help whatsoever with CMD... still if you wanted to use a hybrid build or something the option exists.

If you build around it, grapple can be pretty boss. Crane style merges well to help buff Cmd. Add in some bracers of armor with the "brawling" quality for +2 on grapples and a decent ring of protection for an even higher CMD

Always remember that all dodge sacred circumstance profane and deflection bonus add to CMD.

Forgot about this. Ok, so Dodge would add +1 to CMD (which you'd lose when you pinned someone)


MattR1986 wrote:
Lord_Malkov wrote:
Taenia wrote:
Keep in mind for a tetori that losing that AC bonus also means losing that bonus to CMD, which is nice for holding on to targets.

Correctamundo

And armor doesn't help whatsoever with CMD... still if you wanted to use a hybrid build or something the option exists.

If you build around it, grapple can be pretty boss. Crane style merges well to help buff Cmd. Add in some bracers of armor with the "brawling" quality for +2 on grapples and a decent ring of protection for an even higher CMD

Always remember that all dodge sacred circumstance profane and deflection bonus add to CMD.

Forgot about this. Ok, so Dodge would add +1 to CMD (which you'd lose when you pinned someone)

Yep... but a tetori monk gets to keep his dex bonus so those bonuses from fighting defensively and dodge and monk levels and such all get to stick around. Its a pretty good archtype IMO.

though fighting defensively does penalize CMB as usual.

Personally my favorite is a barbarian grappler. Animal fury gives a free bite attack with every grapple check... and with hive totem, reckless abandon, and the feats and rage bonuses you can easily see a CMB and Cmd upwards of 40 each by level 13 or so


Pretty sure you can't fight defensively in grappling. Fighting defensively is a standard action as is maintaining grapple (and then doing attacks).

If there was stuff where I could keep boosting CMD and with the Tetori abilities it might be worthwhile (suggestions welcome):

Quote:

Tetori Monk 1

Str: 14 + 2 (Race) 16 (+3)
Dex: 14 + 2 (Race) 16 (+3)
Con: 10
Int: 9
Wis: 16 (+3)
Cha: 7 (-2)
Melee: +0 (BaB) + 3 (Str)= +3
Ranged: +0 (BaB) + 3 (Dex)= +3
AC: +3 (Dex) + 3 (Wis) + 1 = 17 (15 Grappled)
Flat (Arm): 13 Touch (Dex): 17
HP: (0 fav) 8
FORT: +2 (lvl) + 0 (misc) = +2
REF: +2 (lvl) + 3 (Dex) = +5
WILL: +2 (lvl) + 3 (Wis) +5
CMB: +0 (BaB) + 3 (Str) = +3 (+6 grapple)
CMD: +0 (BaB) + 6 (St/Dx)
+3 Wis) + 1 (misc) + 1 lvl = 20 (21 trip, 23 grapple)
CMD (Grappling): 21, CMD (Pinning): 15
Skills: (1 fav)
Perception [1] + <3> = +4
Acrobatics [1] + <3> + 3 + 1 = +8
Diplomacy [0] - 2 + <3> + 2 = +0
Esc. Artist [1] + 3 + <3> = +7
Grappled +5 Pinned +4
Stealth [1] + 3 + <3> = +7
Dagger (3): 2gp,1d4(19–20/×2),10ft,1lb, P/S
Feats/Traits/Misc: Dual Talent (Human, +2 another ability score, no bonus feat, no +1 skill/lvl), Best Friend (+2 Diplomacy & class skill, +1 trait attack vs. those who threaten Ameiko), Log Roller Trait (+1 Acro, +1 vs. trip), Monk AC Bonus (in no armor), Stunning Fist (Fort DC 14), 1/day, Improved Unarmed Strike (Monk, 1d6), Improved Grapple (Monk Bonus Feat, +2 CMB/CMD grapple & no AoO), Dodge (+1 AC)


Hmmm I don't read it that way. Fighting defensively as a standard action is listed under the heading for "attack" and grapple is an option under special attacks. A maneuver check is alsodefined as an attack roll. I have always played under the assumption that one could always fight defensively if they took any attack action.


For initiating a grapple, definitely. For maintaining one? Well it is still a CM check and is an "attack" to pin or damage them so I suppose so.

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