
Krith |
Saw a couple historic posts that didn't really answer this question.
Can you use move actions while grappled?
Per the grappled condition:
"A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity."
Obviously grappled prevents moving squares, but there doesn't seem to be anything one way or the other indicating whether "cannot move" means cannot use move actions.
You can use one-handed, light or natural weapons, but that doesn't mean you can draw them if they're not already in hand.
In my opinion, move actions such as drawing a weapon, should be restricted, but it's quite possible there are move actions that I would think are more plausible.

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When you're in a grapple you're not tied up. In pathfinder a grapple is more like an arm hold. Your other arm is entirely free. There is nothing that says you can't draw your weapon while grappled and doing so would be making up rules where none exist.
You can use one-handed, light or natural weapons, but that doesn't mean you can draw them if they're not already in hand.
It doesn't say you can't draw them which is far more important.

The Archive |

Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.
So long as you're only using one hand, you're fine. "Cannot move" refers to not being able to move away, or around, the grappling creature/thing. It does not refer to the inability to use move actions. If you weren't able to use move actions, you would not be able to full-attack while grappled.

Krith |
So you could jump straight in the air (which doesn't use movement), ready a shield, or draw a bastard sword while grappled, but not take a spiderweb out of a component pouch or wave your fingers in a complex way?
The rules say you cannot do intricate hand motions (somatic components) while grappled, yet a 1-handed caster could do these things, so being grappled seems to indicate both your arms are restricted. Also, you can't draw material components out to cast spells, again indicating you are not free to draw items that aren't already out:
"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."
Obviously the grapple rules have their flaws (the fact that halflings can pin giants proves that), but "cannot move" seems a bit too ambiguous to me.
Thanks for the replies.

Phonix86 |

You can cast spells while grappled, even spells whit somatic components, taken from Core:
Grappling or Pinned: Casting a spell while you have the grappled or pinned condition is difficult and it requires a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting). Pinned creatures can only cast spells that do not have somatic components.
I think much of the comfusion whit movement and move actions is the name, if move actions was named "Non Standart Action" or "Secondary Action" it would be much easyer to understand. As fore now, movement is a move action, but a move action dont have to be movement..

Krith |
Not sure how to go with height in jumps as it's not counted as part of the movement. Per the skill description:
"Action:
None. An Acrobatics check is made as part of another action or as a reaction to a situation."
It can be done as part of a move action, but I don't think height is calculated for movement, only distance. Not sure if there's a rule I'm missing on this though...

Tarantula |

Not sure how to go with height in jumps as it's not counted as part of the movement. Per the skill description:
"Action:None. An Acrobatics check is made as part of another action or as a reaction to a situation."
It can be done as part of a move action, but I don't think height is calculated for movement, only distance. Not sure if there's a rule I'm missing on this though...
Acrobatics is made as part of another action or a reaction. Moving while balancing. Moving through threatened or occupied squares. Jumping or falling. They are all methods of movement. Jumps are additionally limited to your maximum movement for the round. This strongly implies that all jumps are part of a move:move action. Reactive acrobatics are for things like someone casting grease on the floor you are standing on.
Also, the DC to make a jump of 5 feet (to reach the square above you) without a running start is 40.
Krith, as to your quote of: "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."
Where is that from? The magic section of the PRD says:
"Grappling or Pinned: Casting a spell while you have the grappled or pinned condition is difficult and it requires a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting). Pinned creatures can only cast spells that do not have somatic components."
I see nothing about grappled creatures being unable to cast spells with material components.

Devilkiller |

If you try to grapple Michael Jordan that's probably a foul. Troy Polamalu occasionally jumps over the offensive line, so he must have a pretty good Acrobatics modifier too.
Back to the question at hand, you can definitely use move actions while grappled. The Greater Grapple feat even allows you to maintain the grapple as a move action.

Krith |
Tarantula,
It's actually from the d20pfsrd "Conditions" section under "grappled". Can't find the original wording in the prd but I did find other secondary sites referencing the same wording so perhaps it was edited or is located in an FAQ or something. My understanding is that the d20pfsrd compiles the prd info better than the prd site, since the prd keeps everything organized by source book, not by relevance.
Sorry for the confusion.

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Krith, as to your quote of: "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."
Where is that from? The magic section of the PRD says:
"Grappling or Pinned: Casting a spell while you have the grappled or pinned condition is difficult and it requires a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting). Pinned creatures can only cast spells that do not have somatic components."
I see nothing about grappled creatures being unable to cast spells with material components.
Given that he said it came from d20pfsrd, i think someone copied the 3.5 entry assuming it was the same. That language appears in the 3.5 rules on grappling, but as you pointed out, not the pathfinder rules.

Krith |
Back to the question at hand, you can definitely use move actions while grappled. The Greater Grapple feat even allows you to maintain the grapple as a move action.
Yeah I've seen that before but I've always put that to the "grappler" not the grappled. To me, it's the same as how the grappler has the grappled condition, which clearly states "Grappled creatures cannot move" yet one of the grappler's options after succeeding on a grapple maintaining check is to move up to half their speed.
It may be completely in the rules, I just think it's allowing a lot to allow a lot of movement actions while being grappled and restrained, and their determinations don't restrict it. Again, you can high jump at least 4' in the air (this definitely wouldn't be a "move" as it doesn't breech the 5' square rule) or get that shield off your back and ready it on your arm. I find there are more move actions I'd see as not doable in a grapple, then I see as being doable. Was hoping there was something more clarifying than the written "cannot move" but it doesn't appear so.
Thanks

Devilkiller |

In Pathfinder I think you can cast a spell with a somatic component while grappled but not while pinned.
My biggest question about grappling in Pathfinder is whether you need to pin an opponent repeatedly every round. That was the case in 3.5, but the Pathfinder rules don't seem to address it one way or the other. Which way you rule on this makes a huge difference to the power level of creatures with Grab but not Constrict (say owlbears)
Jumping while grappled seems like a weird corner case. If you're the one being grappled you can't move from your current square though (well, not unless something moves you)

blahpers |

You can cast a spell with somatic components while grappled. You cannot cast such a spell while grappling.
To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can't cast a spell of this type while bound, grappling, or with both your hands full or occupied.

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In Pathfinder I think you can cast a spell with a somatic component while grappled but not while pinned.
My biggest question about grappling in Pathfinder is whether you need to pin an opponent repeatedly every round. That was the case in 3.5, but the Pathfinder rules don't seem to address it one way or the other. Which way you rule on this makes a huge difference to the power level of creatures with Grab but not Constrict (say owlbears)
You must still maintain the grapple every round with a pinned opponent. Pinned is nothing more than a more restrictive type of grapple.

Tarantula |

devilkiller wrote:Back to the question at hand, you can definitely use move actions while grappled. The Greater Grapple feat even allows you to maintain the grapple as a move action.Yeah I've seen that before but I've always put that to the "grappler" not the grappled. To me, it's the same as how the grappler has the grappled condition, which clearly states "Grappled creatures cannot move" yet one of the grappler's options after succeeding on a grapple maintaining check is to move up to half their speed.
It may be completely in the rules, I just think it's allowing a lot to allow a lot of movement actions while being grappled and restrained, and their determinations don't restrict it. Again, you can high jump at least 4' in the air (this definitely wouldn't be a "move" as it doesn't breech the 5' square rule) or get that shield off your back and ready it on your arm. I find there are more move actions I'd see as not doable in a grapple, then I see as being doable. Was hoping there was something more clarifying than the written "cannot move" but it doesn't appear so.
Thanks
Grappled in pathfinder is basically some kind of hold. It keeps them in their square, and from using two hands effectively. If you are getting a shield off your back, I would rule that as Retrieving a stored item and would provoke. If you had the shield in hand and were just "readying" it, then it would not provoke.

Devilkiller |

@burkoJames - I know you need to maintain the grapple every round regardless of whether the opponent is pinned. My question is whether you need to select the "Pin" action each round to keep the opponent pinned or if you can use other actions such as "Damage" or "Tie Up" when maintaining the grapple in subsequent rounds without giving up the pinned condition.
In the case of "Tie Up" it seems like there's some implication that you can "Pin" an opponent one round and use "Tie Up" in the next round though honestly the rules never explicitly state this, and maybe that combo can only be achieved by somebody who can grapple more than once per round. It really seems kind of unclear to me. I certainly can't find anything in the actual Pathfinder rules which says that the pinned condition from the "Pin" action only lasts for 1 round. It seems like this is generally assumed since it worked that way in 3.5, but it would be interesting to know how it is "supposed" to work in Pathfinder.

ShoulderPatch |

Michael Jorden must have at least a 45 in acrobatics then. :P
Nah, just a 35. He usually has a running start, so the DC is 10 lower.
Still pretty freaking impressive, though.
Running start means the DC is halved. He only needs a 10 in acrobatics then taking 10.
If you try to grapple Michael Jordan that's probably a foul. Troy Polamalu occasionally jumps over the offensive line, so he must have a pretty good Acrobatics modifier too...
LoL couldn't help jumping in on this part as the original question seems answered...
After assuming everyone here has read the "Calibrating Your Expectations" article from The Alexandrian (basically required 3.X reading)...
Michael Jordan was very top tier in his sport. Almost no question he is at least a L3, probably L4. He's also Human with an above average point buy focused mainly in physical stats and, being a pro-athlete, he is most likely a unique NPC/PC class somewhere in line with the Expert only with feats/skills shifted to sports in some way.
So Michael Jordan (or Troy Polamalu or any other top tier pro athlete) most likely has, at least, the equivalent of 2-3 feats plus 1 or 2 class abilities, plus skill bonuses and likely an above average point buy mostly in physical stats, dedicated solely to doing what's done in their profession.
So, basically, when trying to discuss physical stuff defined in the rules during a dice roll like grapple or jumping that involves physical feats, they're outliers with some hefty bonuses (and probably a feat or class power that lets them flat out exceed/ignore certain rules) and really don't work as a direct example to what PCs do.
... but before you feel too bad, remember that Michael Jordan spent all that time not learning Magic or weapon or armor proficiencies (well, that I know of). So in the end your PC probably still exceeds him when you start picking up the Fly spell, Freedom of Movement, or 6+ BAB. ;)

Nicos |
You can cast a spell with somatic components while grappled. You cannot cast such a spell while grappling.
PRD, Combat wrote:To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can't cast a spell of this type while bound, grappling, or with both your hands full or occupied.
Nope
Disorienting Maneuver
Your erratic movements disorient your opponent.
Prerequisites: Dodge, Acrobatics 5 ranks.
Benefit: If you successfully use Acrobatics to tumble through an opponent’s space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.

Nicos |
argh!, I quoted the wrong text, My bad
Casting Spells while Grappled/Grappling: 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.

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argh!, I quoted the wrong text, My bad
Casting Spells while Grappled/Grappling: 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.
Sounds like you've got an old printing; that's been removed.

Nicos |
Nicos wrote:Sounds like you've got an old printing; that's been removed.argh!, I quoted the wrong text, My bad
Casting Spells while Grappled/Grappling: 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.
:(
you are right.

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@burkoJames - I know you need to maintain the grapple every round regardless of whether the opponent is pinned. My question is whether you need to select the "Pin" action each round to keep the opponent pinned or if you can use other actions such as "Damage" or "Tie Up" when maintaining the grapple in subsequent rounds without giving up the pinned condition.
In the case of "Tie Up" it seems like there's some implication that you can "Pin" an opponent one round and use "Tie Up" in the next round though honestly the rules never explicitly state this, and maybe that combo can only be achieved by somebody who can grapple more than once per round. It really seems kind of unclear to me. I certainly can't find anything in the actual Pathfinder rules which says that the pinned condition from the "Pin" action only lasts for 1 round. It seems like this is generally assumed since it worked that way in 3.5, but it would be interesting to know how it is "supposed" to work in Pathfinder.
As I only got familiar with grapple in pathfinder, my read of it was that pinned is not a one round condition. After some research over the 3.5 rules My conclusions are thus: As it seems you noted the wording present in the 3.5 text limiting the pin to one round (d20srd) is gone (as of the current prd), suggesting the state is perpetual unless you fail to maintain or the other person successfully breaks/turns the grapple. I think its clear it is intended to work differently.

Devilkiller |

The difference between a one round pin and a pin which lasts as long as you maintain the grapple seems extreme to me. I wonder how most people currently play this and what the official rule is "supposed" to be.
It is good to see that there's been some clarification about somatic components though I think that the Concentration check for casting while grappled is still pretty tough for many PCs.

Bran Towerfall |

i blinded a foe and grappled him. per dirty tricks a move action can remove the dirty trick condition of blindness. he did that and then used his standard action against me. he's was'nt considered staggered and he did'nt actually move any distance so we went with it per raw.once he removed the blind condition he was in a better situation to break grapple, attack, and take an aoo from the other pcs closing in to disarm(without imp disarm feat)
enemy broke grapple before he took aoo..grappled enemies cant take aoo's