
![]() |
Assuming I have control of the grapple, can I can use the Move action of the grapple rules to place my opponent upright (no longer prone) in an adjacent square when I'm done moving him or her about? Or, perhaps, upright before hand as part of the movement?
Was trying to find some rules for forcing an opponent out of prone position, and this was the closest I could find.

Bane Wraith |

Huh... Would be quite interested in seeing answers to this.
My approach, personally, would be to attempt to Lift the creature 5 feet above the desired space, and ending the grapple as a free action. Since it's minimal falling distance, with no chance of taking damage, they can just land upright. It's the in-game equivalent of yanking someone up onto their feet, with a... very... hard yank.
Though I don't know much about the act of lifting other creatures.

blahpers |

I didn't think the rules covered this, but Bane Wraith's trick should work! Grapple lets you move an opponent to an adjacent square. The rules for three-dimensional combat extrapolate the square cell model to cubes. So place the opponent in the cell five feet above its current position. You cannot be prone in mid-air, so this would render the opponent no longer prone. The opponent would then fall 5 feet to the ground, landing on his or her feet.
You might be limited to a creature whose weight wouldn't cause you to hit your carrying capacity, though, since that's the limit of what you can lift over your head--though I suppose you could flavor it as flinging the opponent upward rather than lifting him or her if the GM is down with it. Also, when their next action comes up, they can drop prone again as a free action. But if it's still useful to you, go for it.
Reposition can be used for this in a similar fashion and doesn't require an attack roll.

Bane Wraith |

Bane Wraith wrote:So it's easier for the archer to shoot them in the back?Claxon wrote:Can I ask to what end you want the enemy not to be prone?Be a noble and just paladin accepting a surrender? =D
...Yeah, high hopes.
It didn't even occur to me, but you're right. Heck, if their free-action-to-drop-prone were only allowed on their turn, then this`d be a viable strategy.
Archers, gunslingers and ray-based/ranged touch attack spells ... All you need to do is charge their trench, pick 'em up, and hold 'em out like a pincushion.
Just pray it's a 'Merciful' spell...

blahpers |

I didn't think the rules covered this, but Bane Wraith's trick should work! Grapple lets you move an opponent to an adjacent square. The rules for three-dimensional combat extrapolate the square cell model to cubes. So place the opponent in the cell five feet above its current position. You cannot be prone in mid-air, so this would render the opponent no longer prone. The opponent would then fall 5 feet to the ground, landing on his or her feet.
You might be limited to a creature whose weight wouldn't cause you to hit your carrying capacity, though, since that's the limit of what you can lift over your head--though I suppose you could flavor it as flinging the opponent upward rather than lifting him or her if the GM is down with it. Also, when their next action comes up, they can drop prone again as a free action. But if it's still useful to you, go for it.
Reposition can be used for this in a similar fashion and doesn't require an attack roll.
Why did I say it doesn't require an attack roll.... I meant it doesn't require grappling.

Gwen Smith |

I didn't think the rules covered this, but Bane Wraith's trick should work! Grapple lets you move an opponent to an adjacent square. The rules for three-dimensional combat extrapolate the square cell model to cubes. So place the opponent in the cell five feet above its current position. You cannot be prone in mid-air, so this would render the opponent no longer prone. The opponent would then fall 5 feet to the ground, landing on his or her feet.
You might be limited to a creature whose weight wouldn't cause you to hit your carrying capacity, though, since that's the limit of what you can lift over your head--though I suppose you could flavor it as flinging the opponent upward rather than lifting him or her if the GM is down with it. Also, when their next action comes up, they can drop prone again as a free action. But if it's still useful to you, go for it.
Reposition can be used for this in a similar fashion and doesn't require an attack roll.
So if you have a creature grappled and adjust them 5 feet in the air...can you then pin them so they can't move?
Can you drop prone if you can't move?

![]() |
This actually answers my question quite well. In addition to making the target more squishy vs ranged attacks, it would help my luchador, El Vato del Rio*, when he does his special move: The Cascada Muerta pile driver!
Was hoping that after knocking someone prone form ki throw/binding throw shenanigans, that when I moved them up into the air 10ft (20ft next level!), that they'd be able to fall prone upon taking the falling damage. Seeing as people tend to agree that yanking someone up 5ft and dropping them would work, then 10ft or more should also do the trick.
1) El Vato Charges and clothesline the enemy! (Ki Throw / Binding Throw)
2) People's Elbow! (Vicious Stomp)
3) Move to cover! (Free grapple from Brinding Throw)
4) Ankle lock! (Constrict damage from his Tri-City Championship Belt, aka Anaconda's Coils)
Next round:
1) Arm lock! (Maintain grapple + constrict)
2) The Power of El Vato explodes! (Shirt of Immolation)
3) CASCADA MUERTA PILE DRIVER!
** El Vato and grappled target leap skyward 10ft (20ft next level!) in a column of smoke and flame. El Vato slams the target into the ground. Target takes 1d6 points of falling damage and is knocked prone, triggering Vicious Stomp, which I just flavor as part of the pile driver or as a leg drop. Fortunately, I can do all this while maintaining grapple because Tetori are awesome like that and threaten even whilst grappled. And add +2d6 tag team damage to everything, since getting flank is super ez with Ki/Binding Throw **
Repeat awesomeness!
* Currently 7th level @ 3 ninja and 4 tetori. El Vato can currently auto-succeed a DC 40 jump to carry his opponent 10ft up ezpz by spending 1 ki point for the +20 bonus. His heavy load is also 3600 lbs, so weight is rarely an issue.