Grappling Cavalier - Viable?


Advice


I'm wanting to play a different type of grappler - a canine unit-styled Order of the Penitent cavalier whose animal companion grapples a foe while the cavalier ties up that foe in ropes. Basically, I want to Tie Up enemies in one round.

However, I have some concerns. Please let me know if these are legitimate:

1 - the GM will not allow the AC to make a grapple check.
2 - space. PFS is known for the small dungeons. I'm worried that I wont be able to get the AC and the cavalier adjacent to the same enemy.

So, is this a viable build? Or, are there too many logistical flaws?

Would it be better/easier to go for a grappling monk or other class?

Thanks!


Oh, Goodness Gracious, yes, this is very viable. It is an inexpensive build that will allow you to do other cool stuff, too. I have a PFS grappling character, and she is awesome.

With Greater Grapple, you can grapple as a move action in addition to grappling as a standard action. So you initiate as a Standard Acton, then you Tie your opponent up as a Move action. With Expert Captor, you can tie up your opponent without pinning him without taking the -10.

If you take 1 level in Alchemist, you can cast True Strike on yourself and get a +20 on your first Grapple check. The Mutagen is nice, too.

If you take 4 levels in Monk with the Quinngong archetype, you gain True Strike as a Ki Power, which you can use as a Swift Action. My character, Olga Blakovitch, is now level 9, and she has a GMB in the neighborhood of +20, playing the True Strike trick, she can bump it up to +40. So far, she has hogtied a Rhemoraz, an Allosaurus, and an Hezrou Demon, in 1 round each.

You can also be a Drunken Master and have a ready supply of extra Ki, Drunken Ki. Also, I'm recommending levels in Alchemist, where you will drink a lot. Conceptually, drinking a potion or extract is not different from drinking a tankard of ale (Olga carries a gallon jug of applejack.), and the exact wording of how Drunken Ki works is "The act of Drinking is a Standard Action that does not provoke and attack of opportunity." So every referee I have played with has agreed that Drunken Master will allow you to take Alchemal Extracts without provoking attacks of opportunity. The problem with this is that you don't get Still Mind, which means you can't take Monastic Legacy, which means your Unarmed damage may never go much beyond 1d6.

If you take another level in Monk, you can grow a tentacle. This will give you a +4 on your grapple checks, and now you will be able to use a shield and grapple normally without suffering a -4 on your checks.

I was thinking if you were a Quinngong Master of Many Styles, you could take Snake Fang and Combat Reflexes. Then you could take Feral Combat Training Tentacle and use your tentacle to make your attacks of opportunity. With your Grab Ability, you could initiate your Grapple as a Free Action every time and do Armor Spike damage. You can elect to hold onto your opponent to prosecute your grapple the next round or release him as a free action, too.

If you can take Monastic Legacy and Improved Natural Attack (via 2 levels in Ranger) in addition to Feral Combat Training, then your Unarmed Damage (with your Tentacle) will increase to 2d8 by level 12 +1d6 for your armor spikes. You could also use a Wand of Strong Jaw and bump up your damage to 3d8.

If you take 4 levels in Alchemist, you can also grow a King Crab Tumor Familiar, giving you an extra +2 on your Grapple Checks. Also, at Level 4 Alchemist, you get the Alchemal Allocation Extract, which is very powerful.

Now all you need is very strong rope. My character uses the Iron Rope magic item, which works pretty well when the rope produced by her Robe of Infinite Twine isn't adequate. The Rhemoraz got out in about 2 rounds, which was barely long enough to grab the treasure and run away. There are not many good options for rope that a powerful monster can't burst through. Hemp Rope has a burst DC of 23, Silk Rope 24, Spider Silk Rope 25, Steel Chain 26, and Mithril Chain 27. There are no burst DCs listed for Adamantine Chain, nor is it on any equipment lists. The closest thing I have been able to find is a chain Weapon, which comes in Adamantine. You can get an adamantine Dwarven Dorn Duergar, which is 10' long, for 3000gp+change. You should be able to Tie Up somebody with that. If you have Enlarge Person cast on yourself, your gear grows with you, meaning your stout silk rope turns into suspension bridge cable, and your adamantine chain turns into anchor chain. It would shrink again the moment you released the grapple, so you will just have to keep brutalizing that Ancient Black Dragon until she she's senseless. But once again, I don't think there are any Pathfinder rules that even describe this situation.

You should find that multiclassing extensively like I do will yield very high saving throw bonuses. Also, to answer one of your questions, Olga pretty much just doesn't use her Animal Companion, a horse named Devi Lynne.

Silver Crusade RPG Superstar 2014 Top 16

LibraryRPGamer wrote:

I'm wanting to play a different type of grappler - a canine unit-styled Order of the Penitent cavalier whose animal companion grapples a foe while the cavalier ties up that foe in ropes. Basically, I want to Tie Up enemies in one round.

However, I have some concerns. Please let me know if these are legitimate:

1 - the GM will not allow the AC to make a grapple check.
2 - space. PFS is known for the small dungeons. I'm worried that I wont be able to get the AC and the cavalier adjacent to the same enemy.

So, is this a viable build? Or, are there too many logistical flaws?

Would it be better/easier to go for a grappling monk or other class?

Thanks!

Seems pretty reasonable to me, PFS has relatively tight quarters but for Medium creatures you shouldn't have much trouble getting both of you adjacent. When you hit 7th level, take the option to keep your companion at Medium size and take the Dex bonus instead. You might even want to give it the Agile Maneuvers feat so that you use Dex instead of Str to do the grappling.


The cavalier's mount needs to be one that they can ride. So, if I want to be Human the mount needs to be large. I could go with a halfling but then I would be taking a minus to my grapple checks. Not sure if i want to do that.

SE - those are some good suggestions. What order of those classes would you suggest?


Scott Wilhelm wrote:
If you take 4 levels in Monk with the Quinngong archetype, you gain True Strike as a Ki Power, which you can use as a Swift Action.

Actually, I don't think that's correct. My Qinngong Zen Archer tried this trick and got shot down.

In the Qinggong archetype, it says "These ki powers duplicate the effects of a spell, and are spell-like abilities."

If you check "spell-like abilities", you get "A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description."

Since nothing in the Qinggong ability specifically notes otherwise, a spell-like ki power functions exactly like casting a spell (takes a standard action, provokes attacks of opportunity, subject to spell resistance, etc.).

The "swift action" description is actually only applied to the basic ki pool abilities: right after the list of "Make one additional attack/Increase his speed by 20 feet/Give himself a +4 dodge bonus to AC", you have the line "Each of these powers is activated as a swift action." If it said "All ki powers are activated as a swift action", then we'd have an argument that the ki ability trumps the spell-like ability. Alas, it does not.

It's still a damn good power, though.


Gwen Smith wrote:
Scott Wilhelm wrote:
If you take 4 levels in Monk with the Quinngong archetype, you gain True Strike as a Ki Power, which you can use as a Swift Action.

Actually, I don't think that's correct. My Qinngong Zen Archer tried this trick and got shot down.

In the Qinggong archetype, it says "These ki powers duplicate the effects of a spell, and are spell-like abilities."

If you check "spell-like abilities", you get "A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description."

Since nothing in the Qinggong ability specifically notes otherwise, a spell-like ki power functions exactly like casting a spell (takes a standard action, provokes attacks of opportunity, subject to spell resistance, etc.).

The "swift action" description is actually only applied to the basic ki pool abilities: right after the list of "Make one additional attack/Increase his speed by 20 feet/Give himself a +4 dodge bonus to AC", you have the line "Each of these powers is activated as a swift action." If it said "All ki powers are activated as a swift action", then we'd have an argument that the ki ability trumps the spell-like ability. Alas, it does not.

It's still a damn good power, though.

Aw, shucks. I think you're right. That means to accomplish the same effect, you need to get a Volatile Vaporizer and use your Alchemal Infusions, and they have to be administered by some ally, maybe the familiar...


Volatile vaporizers ate pretty expensive for a level 1 spell. Especially in PFS where crafting isn't an option.

Would a dan bong be useful for a grappling cavalier? Is it worth the extra feat? Can it even be used in conjunction with a rope?


Volatile Vaporizers aren't expensive for level 1 spells. A Level 1 Volatile Vaporizer only costs 2200gp, like a +1 weapon.

Dan bongs are awesome.

What would be the problem with dan bongs with rope?


Scott Wilhelm wrote:

Volatile Vaporizers aren't expensive for level 1 spells. A Level 1 Volatile Vaporizer only costs 2200gp, like a +1 weapon.

Dan bongs are awesome.

What would be the problem with dan bongs with rope?

The problem is that you need a hand free to use the rope. If you have a dan bong in your hand, your hand isn't free. (My Halfling terori has the same issue.)


A dan bong is a one handed weapon isn't it?


Can you use this with whip and Equipment trick (Rope)?


Gwen Smith wrote:
Scott Wilhelm wrote:

Volatile Vaporizers aren't expensive for level 1 spells. A Level 1 Volatile Vaporizer only costs 2200gp, like a +1 weapon.

Dan bongs are awesome.

What would be the problem with dan bongs with rope?

The problem is that you need a hand free to use the rope. If you have a dan bong in your hand, your hand isn't free. (My Halfling terori has the same issue.)

I think that problem is more in the imagination of your DMs than in the actual rules, which is certainly a problem of PFS and is devastating to the real value of PFS as a product.

But Dan Bongs come with wrist straps and can be released and retrieved at will. You're hands are considered free when you are using a Dan Bong. They have to be: while you have a dan bong in your hand, you have a +2 on your grapple checks. While you are grappling without both hands free, you have a -4 on your grapple checks. Paizo has had adequate time to learn how their own rules work. They didn't say, "since you can use the dan bong to help you achieve joint lock and punish pressure points, while you are grappling with a dan bong in your hand, your penalty for grappling without both hands free is lowered from -4 to -2." (me, I just made that up). They said you get a +2.

That means you either actually get a +6 lowered to +2 because you have something in your hand (and then growing a Tentacle or Vestigial Arm becomes a lot more interesting!), or it means that holding a dan bong does not really occupy your hand for the purposes of grappling.

The rules don't say anything about having to have your hands free while tying someone up. The rules just say that tying someone up is one of the actions you can take as part of the action of maintaining the grapple. It is clearly the case that if you are grappling with a sword in your hand or something, then you take the -4 like you normally do, but for the purposes of grappling, dan bongs clearly leave your hands free.

And another thing, the rules don't say you actually have to take Exotic Weapon Proficiency Dan Bong to get that +2 bonus. You just have to have it in your hand. You are not making your grapple check with your dan bong, because it has been thoroughly FAQ's and argued by the Design Team that the only maneuvers that you use a weapon with are Sunder and Trip. And that for instance an Amulet of Mighty Fists will not grant a bonus to grappling, because even though a grapple check is an attack roll, and it is unarmed, it is not an unarmed attack roll.

Anyway, weapon proficiency only applies to making attacks with the weapon, and you aren't actually using the dan bong to make the grapple check: you get the bonus just for having it. And if the Development Team doesn't like that, they can give me back my Amulet of Mighty Fists and my +1 gauntlet! Somebody needs a punch in the face with my full monk unarmed damage and the +1 from my gauntlet ;)

My understanding is therefore also that you can't get a +1 dan bong to give you a +3 on your grapple checks.

Silver Crusade

The mount cannot select Improved Grapple as a feat until you bump up its INT to 3 at L4 and you have a spare feat at L6. Which means it will incur an AOO (and penalty equal to damage if hit) each time it tried to grapple.

You would also have to teach it the Maneuver Trick.

Quote:
Maneuver (DC 20): The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

I don't know why your GM would not allow your AC to make a grapple check. As long as you have the correct tricks and know the grapple rules, it is a legitimate use of the AC. If it is a PFS GM, he/she would need firm rules backing for disallowing AC grappling.

At this point, I will be blunt and say if you are seeking grappling efficiency, skip the mount and build a dedicated grappler character. By the time your mount gets Improved Grapple at L6, you would qualify for Greater Grapple. It would be simpler all around than combining the trifecta of A) Mounted Combat rules, B) Animal Companion rules and C) Grappling rules.


Well I can be Human and take Eye for Talent- boost the ACs starting INT to 4. Then give the AC IUS at 2hd and take imp. Grapple at 3rd (2nd level of cavalier).

But that would be if I went full cavalier. If I wanted to multi class work monk, should I take the monk or cavalier levels first?

Also, strength or dex for this build?


At level 1, I'd be a cavalier: More hp + armor. Then I'd take a couple of levels in Monk. I wouldn't take level 2 cavalier until I had the odd-numbered level that put my BAB over +6, say level 7 or 9.

OBTW, a dan bong is a light weapon, not a 1 handed weapon, not sure how important that is, just saying.


http://www.d20pfsrd.com/feats/monster-feats/impaling-charge-monster

http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Rh inoceros

http://www.d20pfsrd.com/feats/racial-feats/beast-rider-orc-half-orc

http://www.d20pfsrd.com/feats/racial-feats/celestial-servant-aasimar

You'd get a rhino mount,

I'd say you can start as aasimar with the scion of humanity trait, then move on to racial heritage Half-orc, or sorcerer with orc bloodline

So you know that will increase your AC's BAB.


I agree with Bruno: I also advise you to forget about the mount and focus on just being a grappler.

This is a build I might put together for my next grappler character.

Level 1: Cavalier1: Mount, Challenge, Tactician, Paired Opportunist Improved Grapple
Level 2: C1Monk1, Master of Many Styles: Snake Style
3C1M2: Snake Fang, Combat Reflexes
4C1M2Ranger1: Freebooter
5C1M3R1: Still Mind, Monastic Legacy
6C1M3R1Alchemist1: Extracts, Bombs 1d6, Extra Bombs, Alchemy, Mutagens
7C1M3R1A2: Tentacle, Weapon Focus Tentacle
8C2M3R1A2: Expert Captor
9C2M3R2A2: Improved Natural Attack Tentacle, Feral Combat Training
10C2M3R2A3: swift Alchemy, Bombs 2d6
11C2M3R2A4: King Crab Tumor Familiar, Greater Grapple
12C2M4R2A4:

So this is a weaponless striker character who can grapple, and doesn't develop into a devastating grappler until level 11. Her BAB reaches +6 at level 8, which means she could possibly get Greater Grapple at level 9 instead of Feral Combat Training.

This is an Attack of Opportunity Build. Snake Fang makes any attack and miss in combat trigger an AoO from Dia Zerva, here. When she gets FCT, she can use her tentacle to make those Attacks of Opportunity, with her Grab ability she can grapple with that tentacle every time. She will have armor with spikes, and do extra damage with each hit, say she has a 14 ST and a 16 DEX, +1 Amulet of Mighty Fists, and +1 armor spikes, at level 9 she will get 4 AoO's/round, each doing 2d6+3 + 1d6+3 for a DPR of 115.5 hit points, 119.5 if she's using her Freebooter favored enemy ability. She can release the grapple as a free action, or she can prosecute the grapple with her regular attack on her next standard action. When she reaches level 12, her base unarmed damage will go up to 1d10, and INA will still make her do damage as if it were 1 size bigger, up to 2d8.


Nice Build!

Here is what I put together so far:

LN Human

STR 14 DEX 18 CON 12 INT 12 WIS 14 CHA 7

Traits: Bred for War, Reactionary

L1 - Maneuver Master Monk 1: EWP (Dan Bong), Agile Maneuvers, IUS (bonus), Improved Grapple, Flurry of Maneuvers. Grapple CMB +10(+8 Flurry)
L2 - MM1/Cavalier 1: Animal Companion (camel, for the spit attack), Tactician (Coordinated Maneuvers), Challenge, Order of the Penitent. Grapple CMB +11 (+9 Flurry)
L3 - MM1/Cav2: WF (Dan Bong), Expert Captor. Grapple CMB +13(+11 Flurry)

At 3rd level, this character will be able to grapple and Tie Up an opponent in one round as a full attack action with a +11 CMB. The Escape DC is 32. I can boost this an additional +2 as a Standard via the Tactician ability. With a 14 STR, my hit/damage will be "OK" for when I can't grapple something. Though, I will probably grab Weapon Finesse at some point. But, the overall goal with the build is to shut down the enemy, not beat it to death.

Now, after these three levels, I could go Alchemist for the spells/mutagens. Or, I could just go back into Monk.

Another option is taking a level in Witch instead of alchemist for the hex/spells/familiar - get a familiar one level earlier but True Strike is NOT on the spell list. Evil Eye might be useful for a grappler?

But, any casting class will push back the BAB needed for Greater Grapple. But, is that really needed past 3rd level when I can tie up enemies in one round?

Thoughts?

Silver Crusade

1) You cannot take Exotic Weapon Proficiency at L1 as BAB +1 is required. You would need to take a cavalier level first.

2) I'm not sure how you got +13 CMB at L3. (2 BAB, 4 DEX, 2 Improved Grapple, 1 Weapon Focus = 9, Flurrying = 7)

3) Using a Dan Bong is inviting table variance (Grappling without two hands free = -4, Dan Bong gives you +2, etc, etc). Ditch it.

4) How are grappling and tying up in one round at L3?


Actually, I could go straight into Lore Warden at level 4. The +2 CMB/CMD from Maneuver Mastery at level 3 is great! And, the fighter's Weapon Training (monk weapons) should stack with the grapple checks from the Dan Bong. Combat Expertise could be situational useful, I suppose...

The character won't be Gish, but, I'm not a fan of "do everything" builds.


Bruno Breakbone wrote:
1) You cannot take Exotic Weapon Proficiency at L1 as BAB +1 is required. You would need to take a cavalier level first.

True. Blast!

Feat suggestion?

Quote:
2) I'm not sure how you got +13 CMB at L3. (2 BAB, 4 DEX, 2 Improved Grapple, 1 Weapon Focus = 9, Flurrying = 7)

Good Question-

With the Dan Bong figured in...
+3 BAB(Maneuver Master uses Monk level as BAB for CMs)
+1 Bred for War trait
+4 Dex
+2 Improved Grapple
+1 Weapon Focus
+2 Dan Bong
= +13. +11 w/ Flurry

EDIT:
Actually, this isn't correct. The Monk uses their level as their BAB ONLY for the second maneuver. My bad. So, the correct totals would be.

First grapple:
+2 BAB
+1 Bred for War trait
+4 Dex
+2 Improved Grapple
+1 Weapon Focus
= +10. +8 w/ Flurry

Second Grapple
+3 BAB
+1 Bred for War trait
+4 Dex
+2 Improved Grapple
+1 Weapon Focus
+5 Grappled Opponent
-2 Flurried
= +14. Escape DC = 35

Quote:
3) Using a Dan Bong is inviting table variance (Grappling without two hands free = -4, Dan Bong gives you +2, etc, etc). Ditch it.

Really? Meh. Ok...fine ;)

+11 grapple CMB then at level 3. *monk goes into corner and cries*

Quote:
4) How are grappling and tying up in one round at L3?

Another Good Question.

Flurry of Maneuvers allows the monk to basically do "two weapon fighting" with CMs. At level 1, this lets the monk do 2 Grapple checks in one round as a full attack with the standard -2 penalty to the CMB.

Forward to level 3 - the now Monk 1/Cavalier 2 can Tie Up on their second grapple check (does not mention anything about a standard action) without the -10 penalty or the needing the opponent to be pinned.

So, assuming a full round action, the monk/cavalier can Flurry Grapple - the first grapple, to, well, grapple. The second grapple check activates Expert Captor - the opponent is Tied Up with a 30+ DC to escape the bonds.

Neat, huh?


What book is Expert Captor in? I need to check that one out.

Also just curious:
What's the benefit of going with Dex-based and Agile Maneuvers? Is that mainly for the AC benefit? You won't be able to do any damage until you can afford an agile amulet of mighty fists.

Some general suggestions, regardless of build:
Another useful feat is the Celestial Obedience for Feylana (Empyreal Lord of female warriors): +4 sacred bonus to grapple checks and to CMD. If you can justify it, it's pretty sweet.

Armbands of the brawler (in Ultimate Equipment) give you +1 competence bonus to grapple checks for only 500 gp.


Expert Captor is the 2nd level ability from the order of the Penitent found in the Knights of the Inner Sea splatbook.

What book is the celestial obedience feat/god in?


Expert Captor is here:

Cavalier - Order of the Penitent

Not all knights begin their careers as nobles' children or as squires. Some start out as thieves, murderers, or cheats, and only after they see the suffering caused by their crimes do they dedicate themselves to honorable service. Cavaliers who follow this order seek to make up for the crimes they've committed in the past, and do whatever they can to restore their tainted honor.

Edicts: The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.

Challenge: Whenever an order of the penitent cavalier issues a challenge, he receives a +1 morale bonus to his CMD against combat maneuvers made by the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the penitent cavalier adds Escape Artist (Dex) and Sense Motive (Wis) to his list of class skills. Whenever he makes an Escape Artist check, the cavalier may add his Strength bonus to the check in addition to his Dexterity modifier.

Order Abilities: An order of the penitent cavalier gains the following abilities as he increases in level.
Expert Captor (Ex)

At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier's Combat Maneuver Bonus increases by 1/2 his cavalier level.
Adept Disarmer (Ex)

At 8th level, the cavalier gains Improved Disarm as a bonus feat. In addition, whenever he makes a successful disarm check, as long as he has at least one hand free and the dropped item can be held in one hand, he can automatically pick up the dropped item in his free hand.
Saving Grace (Ex)

At 15th level, whenever he would strike a creature with a melee attack that deals lethal damage and would bring the creature's hit points below 0, the cavalier can, as a free action, change the type of damage dealt to nonlethal damage. The cavalier can use this ability once per round.


As far as going dex vs str - AC and initiative.

Do monks keep their wis AC bonus when grappling?

Silver Crusade

Ok, LibraryRPGamer, it seems you are misunderstanding Flurry of Maneuvers.

FoM:

#1 Flurry of Maneuvers is a full round attack action.

#2 You would get your normal amount of melee attacks as if you were full attacking.

#2a In place of one of your normal melee attacks you can instead attempt a sunder, trip or disarm. (This is unrelated to FoM.)

#3 Beyond the normal attacks, thanks to FoM, you also get bonus maneuvers. You can do these maneuvers regardless of whether the maneuver normally replaces a melee attack or requires a standard action.

So, at level 3, you normally would have one attack from BAB. If you used FoM, your round would go:

Declare Full Round attack with FoM
Melee attack
Bonus maneuver

It would not go:
Declare Full Round attack with FoM
Standard action maneuver
Bonus maneuver

When you get to +6/+1 BAB, a FoM would go:
Melee attack
Melee attack
Bonus maneuver

Hopefully that clears that up.

Next up, because you do not have any special class abilities, you will be taking a -4 DEX penalty from the Grappled condition. This means because of Agile Maneuvers you will be taking a -2 penalty on your Grapple CMB when making subsequent grapple checks. Something to keep in mind.

Regarding Expert Captor...

In a previous thread, you said:

Quote:
Please tare the build apart if it is wrong. Oh ya, this is for PFS, so be as strict with your rules lawyering as possible :)

I replied:

Quote:
Expert Captor wrote:
"At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so."

1) You must make a combat maneuver check. Nothing in the description bypasses the normal restrictions of the relevant combat maneuver check (in this case: grapple). You must expend a standard action Grapple check to tie up an opponent you are grappling. The ability simply lets you improve your action economy in combat to go Grapple-then-Tie-Up-without- penalty versus the normal Grapple-then-Tie-Up-with-penalty or the longer Grapple-then-Pin-then-Tie-Up-without-penalty.

2) Some GMs require rope be actually retrieved and in hand (move action) to tie up. Other GMs will be fine as long as you have rope somewhere on your character as they feel tying up includes retrieving the rope from your inventory. Table Variation Guideline: Chat with your GM before the game.

Finally, while you have an interesting character concept, I would suggest going with a simpler, straightforward character build as your rules/mechanics assumptions are on shaky ground. I say this with all due respect and friendliness, one grappler to another :)


LibraryRPGamer wrote:

Expert Captor is the 2nd level ability from the order of the Penitent found in the Knights of the Inner Sea splatbook.

What book is the celestial obedience feat/god in?

Chronicles of the Righteous (see here for the text). Feylana is in the same book.

If Expert Captor doesn't work for some reason, there's also the Equipment Trick (Rope) feat. That takes it from a -10 to a -5.


LibraryRPGamer wrote:

As far as going dex vs str - AC and initiative.

Do monks keep their wis AC bonus when grappling?

Yes. They even apply when the monk is pinning an opponent: "These bonuses to AC apply even against touch attacks or when the monk is flat-footed."

I've got a Halfling grappler built as a Tetori monk. The Barbarian archetype Brutal Pugelist is also pretty good.

I'll check out the Order of the Penitent. According to additional Resources, that order is legal for PFS.


Bruno,

Based on what you're saying, Library can achieve the effect he's looking for if he takes 2 levels in Alchemist and grows a tentacle.

Then his Melee attack is a tentacle attack.

He gets to Grab-Grapple as a Free action.

Then he gets his bonus maneuver due to flurry.

And that way, he can get his 1-round Tie Up still pretty early, just not at level 3.

So his build might be
1Cavalier1: (Cav stuff) Improved Grapple
2C1Alchemist1: (Alchemist Stuff)
3C1A2: Tentacle, EWP Dan Bong
4C1A2Monk1: Maneuver Master, Improved--I dunno, Dirty Trick?
5C2A2M1: Expert Captor, Agile Maneuvers

"2) Some GMs require rope be actually retrieved and in hand (move action) to tie up. Other GMs will be fine as long as you have rope somewhere on your character as they feel tying up includes retrieving the rope from your inventory. Table Variation Guideline: Chat with your GM before the game."

I have been the victim of that, and those DMs are DEAD WRONG! I am certain you should not have to retrieve the rope as a move action to Tie Up your opponent. That is just not in the text of the rules describing the Tie Up action. They call it "Table Variation," but it is really House Ruling. Players who are the victims of such small minded DMs should not let up the pressure on that one. We are not just players: we are customers, and we should not tolerate the value of the product we buy to be attacked by Dungeon Masters who still think they are in their parents' basements. PFS gamemasters are supposed to be trying to get you to buy more things, and they won't do that by making you regret what you bought. You bought the cool books: you should get to use the cool stuff.

Meanwhile, you can get around that problem with a Robe of Infinite Twine. You will be able to draw 10' of hemp rope as a Swift Action.


Okay...interesting idea!

Let's see what we can do...

Human Beast Rider Cavalier(Order of the Penitent)
18 STR 13 DEX 12 CON 10 INT 10 WIS 10 CHA for 15 PB

1: Eye for Talent, Exotic Mount(Camel), Tactician(Coordinated Maneuvers), IUS, Challenge 1/day
2: Expert Captor
3: Improved Grapple
4:
5:
6: Greater Grapple
7:

1st level: You are a cavalier with unusual feats. Your Camel has 4 Int via Eye for Talent, and can thus take Improved Unarmed Strike as its 1st feat. With the Bodyguard Archetype, both mount and rider enjoy the feat Alertness.

2nd level: Your camel reaches 3 HD, and takes the feat Improved Grapple.
Anyone argueing that a camel cannot grapple can be reminded of many monsters with the grab ability tied to a bite attack and/or this comic:
http://www.giantitp.com/comics/oots0200.html
Here, an unusually intelligent horse grapples just fine.

Because Expert Captor doesn't specify that "you" must be grappling the target, only that it needs to "be" grappled, you can order your camel to move next to an opponent and attempt to grapple it(Maneuver(Grapple) trick; with 2 ranks +3 class skill +4 animal companion = +9 modifier = Auto-success unless the Camel is wounded, in which case you need to roll a 3 or higher)
Then, after the camel has grappled an opponent(Camel CMB: 2(BAB)+1(size)+4(STR)+2(feat)= +9), you can attempt a grapple check to tie up said opponent via Expert Captor.

This provokes an AoO, but your target is grappled and cannot make an AoO(unless he is a Tetori Monk).
You tie up at +2(BAB)+1(higher ground from being mounted)+4(STR)= +7

Your basic trick is possible at level 2 already.

At level 3, you pick up Improved Grapple and tie up at +10

At level 4, your Camel improves and grapples at +12 now
At level 5, you take Snake Style as feat - You have alertness from the bodyguard archetype, Eye for Talent buffs Sense Motive, and it is a nice defensive option.
At level 6, you take Greater Grapple as bonus feat. Your camel improves and grapples at +14 now.
At level 7, you switch your camel for a T-Rex which has the grab ability with its bite, and thus a higher CMB for grappling.


^This was what I was thinking of when I started this post. Though I didn't think of the bodyguard archetype. Good find!

It also brings me back to square one. PFS is notorious for having combats that do not favor camel/human mounted tactics - 10ft ceilings, adventures that are 100% indoors where large animals are not allowed, etc, etc.

If I do not ride the companion then I have space issues when my allies are clustered in combat. How do I get both the cavalier and the companion adjacent to the same beasty?

I would need a super high initiative to melee sure I can get to the enemy first. And that's not possible due to lack of feats.


A thought- At fifth level I could go into Lore Warden. Take boon companion to keep my AC on level.


Who's doing the grappling: you or your mount? You can't both grapple the same opponent, you know. The most one of you can do for the other is Aid Another, which can be worthwhile if you are hungry for ever more bonuses to stack on top of your GMB.

If your Cavalier is a Half Orc, you can take Brutal Grappler, which will allow you to inflict damage while aiding another in a grapple, but that doesn't seem super worth it.


I found another iterative grappling character build. You can use Hamatula Strike. There are feats that allow your unarmed strikes to inflict piercing damage. If you can make iterative strikes with the same weapon, say with Flurry of Blows or with the Immediate Action attack granted by Snake Fang, you can make an iterative grapple check, tying your opponent up in 1 round using Expert Captor.

It has to be the same weapon because while grappled, you can't take actions that require 2 hands to perform.


LibraryRPGamer wrote:
A thought- At fifth level I could go into Lore Warden. Take boon companion to keep my AC on level.

What are you getting out of Lore Warden, specifically?

If you want to take a fighter dip, consider Unarmed Fighter at 1st level: you get improved unarmed strike for free and a bonus style feat (a lot of grapplers go with the Snapping Turtle tree, but I'm not sure it's worth it; Crane Style is always a solid choice, because Dodge bonuses go to CMD). You can then take Improved Grapple at 1st level.

Alternatively, you could dip one level of monk for Unarmed Strike and take Improved Grapple as your bonus feat. (If you don't want to be Lawful, take the Martial Artist archetype).


So it looks like my original strategy is out. Thanks everyone for thinking up options for a Plan B. I appreciate everyone's help!

Quote:
What are you getting out of Lore Warden, specifically?

Essentially, Lore Warden because:

Maneuver Master - +2 to CMB
Weapon Training (unarmed): +1 CMB progression

My thought was that these two stacked could make my character's CMB pretty high.

A few other options I was thinking of:
-What about the Mancatcher? Are the rules still vague for that weapon?

-Also, what about the Brutal Pugilist? Is that a good grappling archetype?

And finally - what's grapple "best" (i.e. most efficient) application - pure damage, movement, Tie Up, etc?

Scarab Sages

LibraryRPGamer wrote:

And finally - what's grapple "best" (i.e. most efficient) application - pure damage, movement, Tie Up, etc?

The most efficent grappler is a Tetori with Constrict and pinning knockout. It's complete lockdown and some sickening non-lethal damage.


So "grappling efficiency" = "non-lethal damage"?

Are the other grappling options just sub-par then?


A build based on Binding Throw would be interesting...

Human Maneuver Master Monk /Brawler Fighter

1st - MM Monk 1: IUS, Imp. Trip, Ki Throw, Combat Reflexes
2nd - MM Monk 2: Imp. Grapple
3rd - MM2/Brawler 1: Vicious Stomp, Binding Throw
4th - MM2/Br2: Enhanced Ki Throw
5th - MM2/Br3...

Silver Crusade

LibraryRPGamer wrote:
So "grappling efficiency" = "non-lethal damage"

There are two types of grapplers: control grapplers and damage grapplers.

For the majority of your PFS career, you will be a control grappler who locks down a target and sets up the DPS on your team to obliterate the grappled/pinned target with focus fire or you isolate individual targets to allow the rest of your team to focus fire something else.

The most efficient parties I was in would act like a wood chipper--I would grab something and serve it up to the DPS peeps to shred. If we got swamped by a mass of mobs, we quickly decided if I should run around tying up mooks and let them handle the boss or if I would tangle up the boss until they cleared the mooks.

Depending on your build, you can transition from control to DPS.

Once you can afford Anaconda's Coils and have the rapid grappler feat, you can potentially do 3 constricts and grapple checks to do unarmed damage per round for a total of 6x your unarmed damage. If you get pinning KO, you can double your grapple check to do damage as non-lethal, meaning 3 constricts and grapple checks can do 9x your unarmed damage in a single round.

Either way, not only can you lock down targets, you can eliminate them leaving your party to focus fire elsewhere. However, once you get to the point where you can crush things to death on your own, they'll start having defenses like Freedom of Movement, teleportation or nasty touch debuffs that you must contend with.

Neither is better than the other, but both take a heavy investment in feats and gear to make work.


You can achieve 1-round tie up by level 5, as we have shown you. We figured out how we can do that via Flurry of Maneuvers, Expert Captor, Greater Grapple, and Hamatula Strike. We have seen how to incorporate Grab into the build.

Tetori will allow you to bypass Freedom of Movement, and that is important, but you don't get that ability until level 9, and that is making a strong commitment to grappling all your opponents.

There are also builds that are very effective that will allow you to build other features into your character, but to unhinge Freedom of Movement, you will rely on your allies with dispel magic or antimagic field.

Also, a problem I've run into, my level 9 grappler has to begin her round adjacent to her opponent. She can get her GMB up to +40, but she only has about 70 hp. Most monsters with a CMD of 40 or higher can inflict nearly 70hp/round. She's become something of a glass cannon. Don't neglect your AC!

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Grappling Cavalier - Viable? All Messageboards

Want to post a reply? Sign in.