Grappling two opponents


Advice


Can I grapple two opponents with Snapping Turtle Clutch? Let's say I am grappled with someone already, and a third enemy attacks me, can I snapping turtle clutch that? Or how would it be possible to grab two guys with this particular style and what type of penalties would I face?


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So you have someone grappled, and then an enemy attacks you and misses. You can use Snapping Turtle Clutch as an immediate action to grapple them. You would take -2 from the Snapping Turtle Clutch, -2 from the grappled condition (provided a class ability does not allow you to ignore it), and a -4 because it is reasonable to say that you do not have 2 free hands while grappling a different foe.

Provided you succeed you now have two enemies grappled. When your turn comes up you will want to maintain your grapples, maintaining is a standard action; meaning your will only be able to keep one of these enemies grappled. If you have greater grapple, you could maintain one with a standard action and the other with a move action.

As with all grappling builds, this may reduce the fun for your GM.


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Atalius wrote:
Can I grapple two opponents with Snapping Turtle Clutch?

It isn't particularly against the rules to Grapple a zillion opponents. There are indirect obstacles to Grappling much more than 1. Grappling is normally a Standard Action and you get only 1 of those/round, for example.

Snapping Turtle Style wrote:
Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.
Atalius wrote:
Let's say I am grappled with someone already, and a third enemy attacks me, can I snapping turtle clutch that? Or how would it be possible to grab two guys with this particular style and what type of penalties would I face?

Snapping Turtle Clutch lets you Grapple as an Immediate Action. You only get 1 Immediate Action or Swift Action/round. An Immediate Action is basically the ability to take a Swift Action out-of-turn.

So, if you are currently Grappling any number of people, and 1 other person attacks and misses, you can use Snapping Turtle Clutch to Grapple him, too. If a 2nd opponent attacks and misses in the same round, you can't use Snapping Turtle Clutch again: you've already used up your Immediate Action.

I think the best way to Grapple multiple opponents is via a level in White Haired Witch. Take Feral Combat Training for your Hair. Instead of taking Snapping Turtle Style Feats, take Snake Style Feats. Whenever someone attacks and misses you, you get an Attack of Opportunity, normally Unarmed, but FCT lets you do it with your 'Hair. Whenever you hit someone with your White Hair, you get a Free Grapple, and when someone is Grappled in your 'Hair, you are not Grappled. Only they are! And that means you can still keep making Attacks of Opportunity, grappling more and more people.

Then take Great Cleave. Cleave with your White Hair, hitting and Grappling every adjacent opponent. If you hit someone who is already Grappled, you can use your Free Check to Maintain the Grapple and do evil things to them.


DM Livgin wrote:

So you have someone grappled, and then an enemy attacks you and misses. You can use Snapping Turtle Clutch as an immediate action to grapple them. You would take -2 from the Snapping Turtle Clutch, -2 from the grappled condition (provided a class ability does not allow you to ignore it), and a -4 because it is reasonable to say that you do not have 2 free hands while grappling a different foe.

Provided you succeed you now have two enemies grappled. When your turn comes up you will want to maintain your grapples, maintaining is a standard action; meaning your will only be able to keep one of these enemies grappled. If you have greater grapple, you could maintain one with a standard action and the other with a move action.

As with all grappling builds, this may reduce the fun for your GM.

Thank you DM. I understand now. Is it possible to pin two enemies?


Scott Wilhelm wrote:
...Then take Great Cleave. Cleave with your White Hair, hitting and Grappling every adjacent opponent. If you hit someone who is already Grappled, you can use your Free Check to Maintain the Grapple and do evil things to them.

Tangent here: So the white witch ability is missing the limitation that the grab ability has: that it can only start grapples?


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Atalius wrote:
Thank you DM. I understand now. Is it possible to pin two enemies?

With greater grapple it is, you will need to maintain the grapple on each enemy and then can take a grapple action on each enemy (move, damage, pin, tie-up).


DM Livgin wrote:

So you have someone grappled, and then an enemy attacks you and misses. You can use Snapping Turtle Clutch as an immediate action to grapple them. You would take -2 from the Snapping Turtle Clutch, -2 from the grappled condition (provided a class ability does not allow you to ignore it), and a -4 because it is reasonable to say that you do not have 2 free hands while grappling a different foe.

Provided you succeed you now have two enemies grappled. When your turn comes up you will want to maintain your grapples, maintaining is a standard action; meaning your will only be able to keep one of these enemies grappled. If you have greater grapple, you could maintain one with a standard action and the other with a move action.

As with all grappling builds, this may reduce the fun for your GM.

Just one thing DM, if I have both enemies grappled, if I want to maintain them both would I take the -4 penalty for not having both hands free so essentially netting me a +1 to maintain on each enemy?


That is my understanding of the rules.


Thank you sir


DM Livgin wrote:
Scott Wilhelm wrote:
...Then take Great Cleave. Cleave with your White Hair, hitting and Grappling every adjacent opponent. If you hit someone who is already Grappled, you can use your Free Check to Maintain the Grapple and do evil things to them.
Tangent here: So the white witch ability is missing the limitation that the grab ability has: that it can only start grapples?

I have looked for it. I just looked again as I write this. I think it is not there. Also, there no Size Limit like Grab has.

So, what's more, you could still grow an Alchemal Tentacle or benefit from a Lockjaw Spell to get Grab and get your +4 on Grapple Checks. Atalius's character is a Tetori, and gets Grab as a Class Ability, a Ki Abiility, At level 8.


Atalius wrote:
DM Livgin wrote:

So you have someone grappled, and then an enemy attacks you and misses. You can use Snapping Turtle Clutch as an immediate action to grapple them. You would take -2 from the Snapping Turtle Clutch, -2 from the grappled condition (provided a class ability does not allow you to ignore it), and a -4 because it is reasonable to say that you do not have 2 free hands while grappling a different foe.

Provided you succeed you now have two enemies grappled. When your turn comes up you will want to maintain your grapples, maintaining is a standard action; meaning your will only be able to keep one of these enemies grappled. If you have greater grapple, you could maintain one with a standard action and the other with a move action.

As with all grappling builds, this may reduce the fun for your GM.

Just one thing DM, if I have both enemies grappled, if I want to maintain them both would I take the -4 penalty for not having both hands free so essentially netting me a +1 to maintain on each enemy?

Not if they are Grappled in your White Hair!

White Haired Witch wrote:
When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.


Scott Wilhelm wrote:
Atalius wrote:
Can I grapple two opponents with Snapping Turtle Clutch?

It isn't particularly against the rules to Grapple a zillion opponents. There are indirect obstacles to Grappling much more than 1. Grappling is normally a Standard Action and you get only 1 of those/round, for example.

Snapping Turtle Style wrote:
Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.
Atalius wrote:
Let's say I am grappled with someone already, and a third enemy attacks me, can I snapping turtle clutch that? Or how would it be possible to grab two guys with this particular style and what type of penalties would I face?

Snapping Turtle Clutch lets you Grapple as an Immediate Action. You only get 1 Immediate Action or Swift Action/round. An Immediate Action is basically the ability to take a Swift Action out-of-turn.

So, if you are currently Grappling any number of people, and 1 other person attacks and misses, you can use Snapping Turtle Clutch to Grapple him, too. If a 2nd opponent attacks and misses in the same round, you can't use Snapping Turtle Clutch again: you've already used up your Immediate Action.

I think the best way to Grapple multiple opponents is via a level in White Haired Witch. Take Feral Combat Training for your Hair. Instead of taking Snapping Turtle Style Feats, take Snake Style Feats. Whenever someone attacks and misses you, you get an Attack of Opportunity, normally Unarmed, but FCT lets you do it with your 'Hair. Whenever you hit someone with your White Hair, you get a Free Grapple, and when someone is Grappled in your 'Hair, you are not Grappled. Only they are! And that means you can still keep making Attacks of Opportunity, grappling more and more people.

Then take Great Cleave. Cleave with your White Hair, hitting and Grappling every adjacent opponent. If you hit someone...

That white haired witch strategy is pretty epic I must say Scott if its do-able. Never considered snake style but for your proposed strategy looks like a solid play.


You can also utilize the Grabbing Style for avoid the -4 penalty to grappling two opponents at once.

Grabbing Style wrote:
Benefit: When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.

So, ideally you Grapple your first opponent. Second opponent comes up to attack, misses you, now you Immediate Action grapple attempt. If successful you now have to opponents Grappled. The following round burn a Swift Action to transition into Grabbing Style and you may now make your Grapple checks to maintain your grapple without your -4 penalty. Cheers!

Or if you a Master of Many Styles Monk, you can simply have both Snapping Turtle and Grabbing Styles active simultaneously which is pretty awesome.


Atalius wrote:
That white haired witch strategy is pretty epic I must say Scott if its do-able. Never considered snake style but for your proposed strategy looks like a solid play.

Check with your GM, of course. He always might have a problem with it, but I wouldn't advise it if I wasn't confident that it was square with what the rules say. I can walk you through it, rules-wise, if you want.

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