A trip, a Grapple, and all the shenanigans in-between


Rules Questions


Assuming I had all the feats is this order of events possible?

• Unarmed trip (assume improved trip and improved unarmed)
• Attack of Opportunity (AoO) from greater trip
• Ki Throw to move the target to another square
• Vicious stomp (AoO) as they go prone
• Binding throw to start a grapple (swift action)

Does that work?

If I started the combat near the target (move action still available) could I use greater grapple as well? It seems to me that rapid grapple is out because my swift action would have been used on Binding Throw.

It’s a crazy series of events but the feat cost is HIGH.


*takes noted for his Terori*
Seems ok to me as long as you have combat reflexes.

Edit: Ki throw's movement does not provoke, so I'm not sure it works now.


In My Humble Opinion wrote:

*takes noted for his Terori*

Seems ok to me as long as you have combat reflexes.

Edit: Ki throw's movement does not provoke, so I'm not sure it works now.

Ki throw's movement doesn't provoke an attack of opportunity but the fact that it's a trip triggers greater trip. This trip leads to the prone condition with triggers vicious stomp....so-on-and-so-forth.


If you've tripped them already, they are prone. You can't trip a prone person, so I don't think you'd get another AoO.


All we need now is a feat to let you upright a prone target with an attack so they can be re-tripped again. Let the perma juggle combos begin.


Rynjin wrote:
If you've tripped them already, they are prone. You can't trip a prone person, so I don't think you'd get another AoO.

Well greater trip triggers before the target falls and vicious stomp works after the target has gone prone. Those two work together for sure.

Scarab Sages

Geflin Graysoul wrote:

Assuming I had all the feats is this order of events possible?

• Unarmed trip (assume improved trip and improved unarmed)
• Attack of Opportunity (AoO) from greater trip
• Ki Throw to move the target to another square
• Vicious stomp because they go prone
• Binding throw to start a grapple because of Ki throw (swift action)

That wording might make it better?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That sounds awesome!

Did you know that tripping someone with Greater Trip provokes from EVERYONE, not just the guy with the Greater Trip feat? Cool, no?

Shadow Lodge

This looks like an amazing idea for an ACG Brawler. Too bad you can't use Felling Smash with it to get another attack. Still, a trip, 2 attacks, battlefield control, and a grapple seems like a great way to shut down an opponent. I might have to use this.


Ravingdork wrote:

That sounds awesome!

Did you know that tripping someone with Greater Trip provokes from EVERYONE, not just the guy with the Greater Trip feat? Cool, no?

I never noticed that...

Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.


Choon wrote:
Geflin Graysoul wrote:

Assuming I had all the feats is this order of events possible?

• Unarmed trip (assume improved trip and improved unarmed)
• Attack of Opportunity (AoO) from greater trip
• Ki Throw to move the target to another square
• Vicious stomp because they go prone
• Binding throw to start a grapple because of Ki throw (swift action)

That wording might make it better?

Yes that is better. Thank you.


Considering you have to be like level 12 or more to do this a second level hold person would do the same at level 3 :P

And you cant use Rapid Grapple either way cause Rapid Grapple specify you need to use a move action to MAINTAIN the grapple, and you can only do that if your opponent get a opportunity do break the grapple and fail or dont try(for example if he full attack you instead). You dont mantain the grapple in the same round you initiate it, but you can do 2 grapple checks(one to grapple and one to pin, for example) but both are without the +5 bonus you gain to mantain the grapple cause 1 round hadnt pass to allow you to mantain it.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

James Jacobs said the following:

"With Greater Grapple, making a grapple check is a move action only once you grapple a creature.

So if you take a standard action to grapple a foe, and still have a move action in the round because you haven't moved or taken out a potion or opened a door or something like that, you can indeed make an attempt to pin the foe as that move action.

The monk's tactics are pretty much exactly the way Greater Grapple is intended to work. If that feels overpowered, remember that in order to even qualify for Greater Grapple, you need that base attack bonus of +6. A single-classed monk can't get this feat until 9th level (since that's the first level he has a BAB of +6 and can pick a feat. By 9th level, his wizard friend can teleport and his cleric friend can raise the dead."

So "maintain" is not just for round 2 and beyond. With Greater Grapple and Rapid Grapple you can can be within 5 feet of a foe and go from grappled to pin to tie up in a single round.


RafaelBraga wrote:

Considering you have to be like level 12 or more to do this a second level hold person would do the same at level 3 :P

And you cant use Rapid Grapple either way cause Rapid Grapple specify you need to use a move action to MAINTAIN the grapple, and you can only do that if your opponent get a opportunity do break the grapple and fail or dont try(for example if he full attack you instead). You dont mantain the grapple in the same round you initiate it, but you can do 2 grapple checks(one to grapple and one to pin, for example) but both are without the +5 bonus you gain to mantain the grapple cause 1 round hadnt pass to allow you to mantain it.

You could do it by 7 level as a human lore warden

Level 1: Improved unarmed (human feat)
Level 1: Improved grapple (normal feat)
Level 1: Toughness (fighter bonus feat)
Level 2: Combat expertise (Lore warden feat)
Level 2: Improved Trip (fighter bonus feat)
Level 3: Ki Throw (normal feat)
Level 4: Combat reflexes (fighter bonus feat)
Level 5: Vicious stomp (normal feat)
Level 6: Greater trip (fighter bonus feat)
Level 7: Binding throw (normal feat)


Hendelbolaf wrote:

James Jacobs said the following:

"With Greater Grapple, making a grapple check is a move action only once you grapple a creature.

So if you take a standard action to grapple a foe, and still have a move action in the round because you haven't moved or taken out a potion or opened a door or something like that, you can indeed make an attempt to pin the foe as that move action.

The monk's tactics are pretty much exactly the way Greater Grapple is intended to work. If that feels overpowered, remember that in order to even qualify for Greater Grapple, you need that base attack bonus of +6. A single-classed monk can't get this feat until 9th level (since that's the first level he has a BAB of +6 and can pick a feat. By 9th level, his wizard friend can teleport and his cleric friend can raise the dead."

So "maintain" is not just for round 2 and beyond. With Greater Grapple and Rapid Grapple you can can be within 5 feet of a foe and go from grappled to pin to tie up in a single round.

Great info thank you.


There's a way you can do a charge into a free bullrish that leads to another OA and another trip attempt, i have somewhere written down my gestalt kensai/oath against savagery/maneuver master/fighter

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