| BastionofthePants |
So when you grapple an opponent, "the grappled or pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver." (You can also end/reverse the grapple on your turn, but that's not what this question is about)
I have 2 questions about this:
1) Do you have to succesfully roll against a KAC +8 to renew the grapple, or simply spend your action renewing?
2) Assume you pin an enemy by beating their KAC+13 in a grapple check. Their KAC is now 20. Next round, you roll a 28 on your grapple check. This is enough to maintain the grapple but not the pin. Would they go from pinned to grappled, or would they stay pinned?
| BastionofthePants |
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HammerJack wrote:Yes, you definitely need to keep rolling, though the conditions do lower the target's AC, and make maintaining a bit easier than initiating.Which I could see getting real fun for a Vanguard with a Throttle weapon when the Character Operations Manual comes out.
Honestly, I think an Operative Skittermander would do amazing things with a throttle weapon.
+2 from the race, +2 from the throttle bonus, +Dex since its an operative weapon, +4 from the improved grapple feat, and a lvl 6 operative could easily be making a grapple check at +16. Assuming you succesfully make them flatfooted with trick attack, the grapple succeeds on a 10 against most medium CR 6 enemies, and pins on a 15. Once they're grappled, you can renew with an 8 and pin with a 13.
When you add in the fact that there are no size modifiers to grapple checks, I think I can see why they banned the garotte in society play.
Once they're pinned, you would renew that pin on an 11. Considering the extreme severity of the pinned condition, that seems pretty fair. Throw in knee shot and you can possibly make them prone, at which point you maintain the pin on a 7.
Even if you were to optimize a little less, like by playing a race without the +2 to grapple, you still have a high enough success rate that grappling becomes a viable, if risky, way to build your character
| LotsOfLore |
Honestly, I think an Operative Skittermander would do amazing things with a throttle weapon.+2 from the race, +2 from the throttle bonus, +Dex since its an operative weapon, +4 from the improved grapple feat, and a lvl 6 operative could easily be making a grapple check at +16. Assuming you succesfully make them flatfooted with trick attack, the grapple succeeds on a 10 against most medium CR 6 enemies, and pins on a 15. Once they're grappled, you can renew with an 8 and pin with a 13.
When you add in the fact that there are no size modifiers to grapple checks, I think I can see why they banned the garotte in society play.
Once they're pinned, you would renew that pin on an 11. Considering the extreme severity of the pinned condition, that seems pretty fair. Throw in knee shot and you can possibly make them prone, at which point you maintain the pin on a 7.
Even if you were to optimize a little less, like by playing a race without the +2 to grapple, you still have a high enough success rate that grappling becomes a viable, if risky, way to build your character
Although, you can't make a grapple check as part of a trick attack. If I'm not mistaken. You can still make them flat footed and have somebody else make the grapple