
Lamontius |
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OP, the Grapple charts R2D2TS linked to above are a big help. I would definitely suggest printing them out and bringing them with you.
Also, I would suggest making sure you have your character's stats available with the Grappled condition applied to them.
Having a 3x5" card with the Grappled Condition information on it is good too, so the GM can be reminded of what they have to apply to creatures your Tetori is currently grappling.

Lamontius |

Other advice:
1. Remember, you count for providing a flank and get the +2 flanking bonus to your attack roll for your Grapple Combat Maneuver, so pay attention to positioning.
2. Sometimes, the 'move-self and defender' option after successful maintain check can be just as valuable as going for a pin. Bad guy blocking a 5-ft wide doorway? Get a hold of him, move him out of the way, and turn yourself around into a flanking position.
3. Only certain weapons and attacks can be used when you have the grappled condition. Read up on this. Big scary guy wielding a greataxe mauling your party? Grapple him...and he better pray to the god of skinny punks that he's carrying a smaller backup weapon.

w01fe01 |
the flowchart does help.
i think talking with a friend just cleared up a big issue.
my assumption
i roll to maintain my grapple...now i have the option to move/harm/pin/tie up.
what do i roll to accomplish these?
now i realize that the maintain roll i did, lets me automatically do any of those optins if i succeed in the maintain.
so that at least helps a lot

Scott Wilhelm |
the flowchart does help.
i think talking with a friend just cleared up a big issue.
my assumption
i roll to maintain my grapple...now i have the option to move/harm/pin/tie up.
what do i roll to accomplish these?
now i realize that the maintain roll i did, lets me automatically do any of those optins if i succeed in the maintain.
so that at least helps a lot
I heard a compelling argument recently that you cannot attempt to Tie Up an opponent before you have him Pinned. And you take a -10 on your attempt if your opponent is not helpless or unconscious or something.
My grappling character gets around that by taking 2 levels in Cavalier and joining the Order of the Penitent. The Order Ability Expert Captor allows you to Initiate with the first Grapple Check and Tie Up with the 2nd and there is no -10.

w01fe01 |
its a fairly simple tetori monk concept.
let me illustrate my two ideas on how it could work, of wich ive yet to get any information that tells me if either is right.
with greater grapple
roll to maintain>pin>grapple check (using second move action)>tie up
or, the other way of thinking was
roll to maintain>roll to pin>pin>grapple check (using second move action)>roll to tie up>tie up

kadance |

You can have two targets grappled, but maintaining those grapples take separate standard actions on your turn (which usually means dropping one as a free action and maintaining the other).
With a level of white haired witch, you could even have three grappled, but you still have the maintaining problem.

Gwen Smith |

Other advice:
1. Remember, you count for providing a flank and get the +2 flanking bonus to your attack roll for your Grapple Combat Maneuver, so pay attention to positioning.
Most creatures who are grappling/grappled can't make AoOs, which usually means they don't count as "threatening" for purposes of flanking. (There's table variation here, but most PFS GMs I know run this way.) Starting at 4th level, the Tetori monk can make AoOs while grappling/grappled, so the monk counts as threatening and can flank.
My favorite use of grapple is to shut down spell casters.

Finlanderboy |

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Bruno just a simple, but beautiful and handsome, Tetori who blushes a manly blush at Finlanderboy's compliment.
Lamontius & R2D2TS have already provided link to grapple flowchart and gave good grapple clarification.
I heard a compelling argument recently that you cannot attempt to Tie Up an opponent before you have him Pinned. And you take a -10 on your attempt if your opponent is not helpless or unconscious or something.
You can tie up dumdum opponent directly from a grapple, skipping the pin, at a -10 penalty to CMB check to maintain.
roll to maintain>pin>grapple check (using second move action)>tie up
Yes. If you start your turn grappling your weak babymuscle opponent and you have Greater Grapple, it would go (to be even more specific):
Move action:
Maintain Grapple, roll Grapple CMB (with +5 CMB controlling bonus)
Choose Pin Action
Move action:
Maintain Grapple, roll Grapple CMB (with +5 CMB controlling bonus)
Choose Tie Up action*
(expect table variation about whether GM considers pulling rope out part of Tie Up action or if you need a separate move action to do so)
can i grapple two targets? with tetori grab ability?
Yes. Stupidface dummy enemies will get double the grapples!
Possible ways it could happen.
1) via Grab and full attack
First punch hits
Grab successful
Free action release one hand
Second punch hits
Grab sucessful (-4 penalty from using one hand)
2) via Snapping Turtle Clutch
You are grappling Dumdum A
Free action release one hand
End of your turn
Dumdum B makes melee attack and misses
You get immediate action to grapple
Grapple successful (-6 penalty: -4 from one hand, -2 from feat)
However, as KaDance noted, if you do not have Greater Grapple, you do not have action economy to maintain both Grapples and would have to release one of idiotdumdum bad guys on your turn.
Most creatures who are grappling/grappled can't make AoOs, which usually means they don't count as "threatening" for purposes of flanking. (There's table variation here, but most PFS GMs I know run this way.) Starting at 4th level, the Tetori monk can make AoOs while grappling/grappled, so the monk counts as threatening and can flank.
Unfortunately, those PFS GMs would be wrong. (There shouldn't be table variation but Bruno know it happens because most GMs already don't like dealing with grappling rules.)
Let say Bruno grapple stupidface Rogue 1. Dumdum Rogue 2 steps up behind Bruno. Does Rogue 2 get flanking from Rogue 1?
Flanking: When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
Ok, is Bruno threatened by grappled Rogue 1?
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
Rogue 1 has dagger and is within reach. Bruno is threatened by Rogue 1, giving Rogue 2 flank and Sneak Attack.
But wait! What does grappled condition say?
Grappled Condition: Grappled creatures cannot make attacks of opportunity.
Grappled Condition: A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.
Grappled Rogue 1 cannot make AOOs and attacks at a penalty with his laughably tiny dagger, but he still threatens and therefore provides flanking for Rogue 2.

Finlanderboy |

Ohh wise and grapply Bruno.
I was thinking of making a different type of grapple monk. Hoping to use a different style than you. I was looking to use the manuever master. Poke them in the eyes to blind them and then use a binding trhow, also while using agile manuever.
How do you feel about the Larry Curly Moe grappler, and what advice would you have?

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Bruno toy around with Halfling Maneuver Master/Underfoot Adept/Qigong that takes advantage of this rule:
Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.
This more "Bruno grapples own thoughts" than "Bruno stands behind this 100%"
Tiny Terror (PFS Legal)
Halfling Maneuver Master/Underfoot Adept/Qiggong
STR 10
DEX 19
CON 12
INT 10
WIS 15
CHA 9
L1: Underfoot - Improved Trip
L1: Agile Maneuvers
L2: Monk - Improved Dirty Trick
L3: Ki Throw
L4: +1 DEX
L4: Qiggong - Barkskin
L4: Underfoot - Treated as one size larger for tripping
L5: Qiggong - Truestrike
L5: Maneuver Master - Meditative Maneuver: (Fielder's choice)
L6: Monk - Greater Trip
L7: Binding Throw
L7: Qiggong - Scorching Ray (or Gaseous Form)
L8: +1 WIS
L8: Underfoot - Treated as two sizes larger
The twist at level 8: retrain Agile Maneuvers to Fury's Fall. Use potions or wands of Reduce Person to shrink before combat or the first round of combat. Even as a tiny creature, you will still be able to trip large targets. Dirty trick and Grapple have no size limits and you will be under the effect of getting Agile Maneuvers due to the quoted rule. As a swift action you can use Meditative Maneuver for a boost to one maneuver and if you the "must land" maneuver, you can true strike yourself the round before.
Level 8 Statblock
23K gold
Mage Armor, Barkskin, Reduce Person applied
no traits selected
Halfling Monk (Maneuver Master, Underfoot Adept, Qinggong Monk) 8 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0; Pathfinder RPG Ultimate Magic 0)
LG Tiny humanoid (halfling)
Init +7; Senses Perception +17
--------------------
Defense
--------------------
AC 32, touch 26, flat-footed 25 (+4 armor, +7 Dex, +2 size, +2 natural, +1 insight, +6 untyped)
hp 59 (8d8+16)
Fort +8, Ref +14, Will +11; +2 vs. fear
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +7/+2 (1d6+7)
Space 2.5 ft.; Reach 0 ft.
Special Attacks ki strike, cold iron/silver, ki strike, magic
Spell-Like Abilities (CL 8th; concentration +7)
. . —barkskin (self only, 1 ki)
. . —scorching ray (2 ki)
. . —true strike (self only, 1 ki)
--------------------
Statistics
--------------------
Str 8, Dex 24, Con 12, Int 10, Wis 18, Cha 9
Base Atk +6; CMB +15 (+17 dirty trick, +18 grapple, +30 trip); CMD 28 (30 vs. dirty trick, 30 vs. grapple, 32 vs. trip)
Feats Binding Throw[UC], Fury’s Fall, Greater Trip, Improved Dirty Trick, Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw[APG]
Skills Acrobatics +20, Climb +1, Escape Artist +7 (+8 competence to break a grapple), Perception +17, Sense Motive +15, Stealth +26, Survival +4 (+6 to avoid becoming lost); Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ ac bonus, fast movement, flurry of maneuvers, underfoot grace, ki defense, ki pool, maneuver defense, maneuver training, meditative maneuver, reliable maneuver, unarmed strike, underfoot trip
Combat Gear wand of mage armor (50 charges), wand of reduce person (50 charges); Other Gear agile amulet of mighty fists, armbands of the brawler, belt of incredible dexterity +2, gauntlet of the skilled maneuver (trip), headband of inspired wisdom +2, dusty rose prism ioun stone, wayfinder, 10,250 gp
--------------------
Special Abilities
--------------------
AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Armbands of the brawler +1 to Escape Artist to break a grapple.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Binding Throw After successful Ki Throw, you may attempt to grapple
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Fearless +2 racial bonus vs Fear saves.
Flurry of Maneuvers (2 maneuvers, -2/-5) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Underfoot Grace No Acrobatics penalty to move through threatened areas at full speed.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Ki Throw Trips can put the target in any square you threaten.
Maneuver Defense (Ex) At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Maneuver Training (Ex) CMB = other BABs + Monk level
Meditative Maneuver +4 (Trip) (Ex) At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat mane
Reliable Maneuver (Ex) At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall
Scorching Ray (2 Ki) (Sp) Costs 2 ki points to activate.
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Underfoot Trip (Medium) Act as a larger creature for max size tripped and trip CMB/CMD.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of reduce person (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs)
TL;DR
Pros:
AC 32
+17 Dirty Trick, +18 Grapple, +30 Trip
Can Swift Action add +4 (Wis) to a Maneuver
Can Swift Action roll twice, take better for Maneuver
Cons:
Late bloomer
Low damage
Tiny sized, 0' reach (maybe this a plus because it funny)
In PFS, Tiny Terror excel as melee controller and poor man's scout (especially if you trait Wisdom Of Irori on Disable Devices). Basically, TT would feed the woodchipper of melee folks with tripped, grappled and blinded targets. nomnomnom
eta: You can forgo retraining out of Agile Maneuvers if you think you will run into Huge creatures regularly, otherwise your all set for Large creatures.
double eta: Bruno hasn't investigated all the action economy, etc.

Finlanderboy |

So far he is what I was planning
Human(I named nim LaCurMoe, I figured a human needs to be a stooge monk)
H-Agile manuevers
M1-Imp DT
L1 Imp Grap
M2- imp trip
Lvl3- ki throw
Lvl5- binding throw
M6 Gtr DT
Go lorewarden from here
F1 Snap turtle style 1
Lvl7 Grtr grap
F2-free Cmbat exp
f2- turtle style 2
l7-feat from evil cursed item DM credit-cel obience Falayna+4 grapple
Lvl 9
There are a few DMs I know that do not allow fury's fall to double stack a nd I do not want to table argue it. I was also planning on getting mist mail with snappping turtle style.
I am not sure how viable it will be.

redward |

Here's my MM/LW so far (level 10):
CMB +17 (+21 dirty trick, +19 disarm, +29 grapple, +21 trip)
CMD 29 (31 vs. dirty trick, 31 vs. disarm, 36 vs. grapple, 36 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dragon Style[UC], Final Embrace[UC], Greater Dirty Trick, Greater Grapple, Greater Trip, Improved Dirty Trick, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Iron Will, Power Attack, Stunning Fist, Toughness
(there's an extra Feat there from an Ioun Stone)
My selection of maneuvers was balanced between what I thought would be most useful long term and what I thought would be fun. Disarm is sub-optimal, but I built the character specifically so I could disarm someone with unarmed strike, take their weapon, and then start hitting them with it.
I decided against Ki Throw because it's my size or smaller only and that seemed too situationally limiting. Grapple, Dirty Trick, and Disarm have no size limitations and Trip is one size larger. With a potion of Enlarge Person I can deal with just about any size creature I'm likely to encounter.
I also wanted to make this a character that could play a support role and let other players shine. He's got a slew of Knowledges and other useful skills. Disarm to protect others from attacks, Trip to provoke AoOs and reduce AC, Dirty Trick to apply blinded, shaken or sicken. Grapple is this character's version of "going nova". I only do it as a last resort so I'm not soloing encounters.

Scott Wilhelm |
Bruno just a simple, but beautiful and handsome, Tetori who blushes a manly blush at Finlanderboy's compliment.
Scott Wilhelm wrote:I heard a compelling argument recently that you cannot attempt to Tie Up an opponent before you have him Pinned. And you take a -10 on your attempt if your opponent is not helpless or unconscious or something.You can tie up dumdum opponent directly from a grapple, skipping the pin, at a -10 penalty to CMB check to maintain.
Gwen Smith wrote:Most creatures who are grappling/grappled can't make AoOs,...
Not according to Finlanderboy, you can't.
Finlanderboy Wed, Jul 16, 2014, 02:52 AM
“ 'Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.'
You need to have them pinned to tie them up and you get a -10(you get a +5 also for maintaining the grapple)” http://paizo.com/threads/rzs2r9q6?Grappling-Maneuver-Master-Monk#11
But Finlander Boy seems to forget that he thinks there are aspects of your Grapple build that are illegal.

Scott Wilhelm |
(expect table variation about whether GM considers pulling rope out part of Tie Up action or if you need a separate move action to do so)
Gwen Smith wrote:Most creatures who are grappling/grappled can't make AoOs,...
I had a DM try this on me, so I just pulled extra rope out of my Robe of Infinite Twine.