Is Grapple a legal choice for the Weapon Master Fighter?


Advice


The main question is in the subject line.

It's already been established on the boards that "grapple" is a weapon (as described in Weapon Focus, Weapon Specialization, and the Greater versions of those.) I've also been through the threads where it's been decided that boosting Unarmed Strike does nothing to help grappling because you aren't using them in the attempt.

quick side note about that last sentence:
However, the language on the Brawling enchantment may suggest otherwise.
Ultimate Equipment: wrote:
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple...

The language that points out grapples as something that would get increased through a boost to unarmed strike kind of implies that, contrary to popular belief, it should add to it. That's not the point of this thread though.

My question revolves around the assumption that Weapon Master (Grapple) is a legal choice for Fighters:

1. In regards to class features and Advanced Weapon Training, when would one be considered "wielding" a grapple?

2. Is Mirror Move somehow completely useless, or would it be a good argument to boost CMD as the AC when you are attacked by a grapple?

3. Can one even confirm a critical hit grapple?

I feel lost in how this all interacts.


1. "Grapple" isn't a weapon in a weapon group. So it can't be picked as something for advanced weapon training to apply to. Just because something is a weapon it doesn't mean that it is a weapon in a weapon group. "Ray" is another example of a "weapon" that is like this. It's explicitly an eligible choice for weapon focus but it isn't a weapon that is part of a weapon group.

There are weapons that can be used to initiate a grapple (eg. Mancatcher). AWT would apply to a mancatcher and would subsequently add to your combat maneuver check to perform grapple checks with it.

2. I don't understand what you're asking. It causes you to temporarily gain the benefits of a combat feat a nearby enemy is using. Does the enemy have improved grapple? If they do and you meet the pre-reqs for improved grapple then you would gain the benefits of improved grapple which provides an applicable +2 to your CMD.

3. Grapple checks are not attacks they are combat maneuvers and therefore can not crit. That being said, if a creature has grab they can make a normal attack and if that attack hits they can initiate a grapple for free. Such a creature can crit on the attack, but they can not crit on the free grapple. In fact if they roll a nat 20 and their total result fails to exceed to the target's CMD they still fail to grapple the target (though I've seen a DM allow a nat 20 to be an auto-success on a combat maneuver so the player wouldn't feel discouraged).


LordKailas wrote:

1. "Grapple" isn't a weapon in a weapon group. So it can't be picked as something for advanced weapon training to apply to. Just because something is a weapon it doesn't mean that it is a weapon in a weapon group. "Ray" is another example of a "weapon" that is like this. It's explicitly an eligible choice for weapon focus but it isn't a weapon that is part of a weapon group.

There are weapons that can be used to initiate a grapple (eg. Mancatcher). AWT would apply to a mancatcher and would subsequently add to your combat maneuver check to perform grapple checks with it.

2. I don't understand what you're asking. It causes you to temporarily gain the benefits of a combat feat a nearby enemy is using. Does the enemy have improved grapple? If they do and you meet the pre-reqs for improved grapple then you would gain the benefits of improved grapple which provides an applicable +2 to your CMD.

3. Grapple checks are not attacks they are combat maneuvers and therefore can not crit. That being said, if a creature has grab they can make a normal attack and if that attack hits they can initiate a grapple for free. Such a creature can crit on the attack, but they can not crit on the free grapple. In fact if they roll a nat 20 and their total result fails to exceed to the target's CMD they still fail to grapple the target.

I'm referring to the Weapon Master archetype for the Fighter who has different rules for Weapon Training. They don't choose a weapon group. It functions under their selected weapon only.

Weapon Master wrote:
The weapon master must select a single type of weapon (such as longsword or shortbow). All of his abilities apply to that weapon type.
Weapon Master - Weapon Training wrote:

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces armor training 1, 2, 3 and 4.

Correct me if I'm wrong, but that seems to be compatible with Grapple, as that is a legal choice for Weapon Focus, right?

I think for #2 we are just talking about different abilities. It grants you an insight bonus to AC when attacked by the chosen weapon.

That's fair enough on #3.

I'm just trying to get to the point where I can make Fighter abilities mesh with Grapple for a wrestler I'm trying to play.


Gabuman wrote:
I'm referring to the Weapon Master archetype for the Fighter who has different rules for Weapon Training. They don't choose a weapon group. It functions under their selected weapon only.

ah, ok sorry about that. I was thrown off because so much of the wording is similar.

Looking at the archechetype while grapple is a valid option. Some of the abilities wouldn't function because it can't be "wielded".

Weapon Guard, Reliable Strike, Deadly Critical, Critical Specialist, and unstoppable strike wouldn't do anything because they modify aspects that simply don't exist when it comes to grappling.

Gabuman wrote:
Weapon Master - Weapon Training wrote:

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces armor training 1, 2, 3 and 4.

Correct me if I'm wrong, but that seems to be compatible with Grapple, as that is a legal choice for Weapon Focus, right?

Yep, it's one of the few abilities that would still work. You would get the bonus to grapple attempts and if you choose to deal damage via grapple then you would get the damage part as well.

Gabuman wrote:
I think for #2 we are just talking about different abilities. It grants you an insight bonus to AC when attacked by the chosen weapon.

Yep, I thought you were asking about the feat Mirror Move. Mirror move is one of the few other abilities of the archetype that would apply. This is because any miscellaneous bonuses that apply to your AC also apply to your CMD.

Miscellaneous Modifiers wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

I apologize for the confusion.


Weapon Master wrote:

Weapon Training (Ex)

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

I don't see a real problem with this. The Fighter Weapon Training Class Ability can only be applied to lists of weapons in certain weapon groups, and neither Combat Maneuver nor Grapple are on any of those lists. But Weapon Training for the Weapon Master Archetype is not the same Ability as the Weapon Master Fighter Class Ability.

My guess is that the writer intended that these are not 2 Class Abilities of the same name, but rather that Weapon Masters get the Fighter Ability at level 3 instead of at level 5. But you are not responsible for what the Pathfinder Design Team meant to say: they are responsible for what they did say.

Weapon Master wrote:

Weapon Guard (Ex)

At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

A bonus against Disarm and Sunder attempts when wielding a Grapple? What does that mean? When are you "wielding a Grapple?" When are you not wielding a Grapple? If Grappling were somehow a wieldable weapon, it is a weapon that clearly can neither be Disarmed nor Sundered, so maybe that doesn't matter. But for a Weapon Master using Grappling as his weapon, this Class Feature doesn't many any sense, and I can see a GM using that fact to outlaw Grappling as a choice for Weapon Master Fighter.

Gabuman wrote:
Can one even confirm a critical hit grapple?

Nope. But

Weapon Master wrote:

Reliable Strike (Ex)

At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.

Deadly Critical (Ex)
At 13th level, when a weapon master confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.

This ability replaces weapon training 3.

Critical Specialist (Ex)
At 17th level, the save DCs of any effects caused by a critical hit with a weapon master’s chosen weapon increase by +4.

This ability replaces weapon training 4.

I don't think that means you can't be a Grappling Weapon Master.

Gabuman wrote:
Is Mirror Move somehow completely useless, or would it be a good argument to boost CMD as the AC when you are attacked by a grapple?

The latter, I think.

Weapon Master wrote:
Mirror Move At 9th level, a weapon master gains his Weapon Training bonus as an insight bonus to AC when attacked by his chosen weapon.

That just means you have a bonus to your AC when attacked by another Grappler. That's fine. You might raise the issue that Grapplers do not target your AC but rather your CMD, but

Core Rulebook, Combat, Sepcial Attacks, Combat Maneuvers wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD.

So the rules cover that neatly.

LordKailas wrote:
Weapon Guard, Reliable Strike, Deadly Critical, Critical Specialist, and unstoppable strike wouldn't do anything because they modify aspects that simply don't exist when it comes to grappling.

So, I mostly agree, except that Reliable Strike would still apply to aspects of it that are not Crit Confirmation Rolls. Reliable Strike would still apply to Miss Chance, for example. Another point of contention is that I think that the issue with Weapon Guard is a deeper problem, and that's something the OP should vet with his GM.

LordKailas wrote:
Grapple checks are not attacks they are combat maneuvers and therefore can not crit.

This is a minor point since you are making it in the context that you can't Crit with a Grapple, and we agree on that. But I maintain that a Grapple Check is in fact an attack.


Thanks for the breakdown, you two.

So, our current answer is "Yes, it is legal. Some features, however would do nothing." That makes me apprehensive to go down this route, as tempting as Weapon Training for grapple is.

I'm planning on talking to my GM about this over the next few days. I just wanted to make a masked wrestler fighter. I'm fairly certain that choosing the much more obviously legal Unarmed Strike wouldn't really help here, thanks to unarmed strikes not helping in grapple maneuvers, right?

I appreciate the help.


Gabuman wrote:

Thanks for the breakdown, you two.

So, our current answer is "Yes, it is legal. Some features, however would do nothing." That makes me apprehensive to go down this route, as tempting as Weapon Training for grapple is.

I'm planning on talking to my GM about this over the next few days. I just wanted to make a masked wrestler fighter. I'm fairly certain that choosing the much more obviously legal Unarmed Strike wouldn't really help here, thanks to unarmed strikes not helping in grapple maneuvers, right?

I appreciate the help.

I'd recommend unarmed fighter instead unless you're looking for some very specific advanced weapon training interaction.


Gabuman wrote:

Thanks for the breakdown, you two.

So, our current answer is "Yes, it is legal. Some features, however would do nothing." That makes me apprehensive to go down this route, as tempting as Weapon Training for grapple is.

I'm planning on talking to my GM about this over the next few days. I just wanted to make a masked wrestler fighter. I'm fairly certain that choosing the much more obviously legal Unarmed Strike wouldn't really help here, thanks to unarmed strikes not helping in grapple maneuvers, right?

I appreciate the help.

You can make some devastating Grappling characters without weapon master. How do you want your character to work? What does winning look like for your grappler?


Just to back up scott

Grapple literally anything: Tetori

Grapple but be able to swap to something else on the fly: Brawler

Grapple into pin into coup de grace: Shifter

Grapple plus chaining maneuvers: Unarmed fighter.


Scott Wilhelm wrote:
You can make some devastating Grappling characters without weapon master. How do you want your character to work? What does winning look like for your grappler?

My vision for this character is to be an over-the-top "WWE style" wrestler. Someone who is suplex slamming, sleeper holding, tossing fools around. It is also going to be ran in a campaign that will have us squaring off against a considerable amount of dragons. So there is also a need for pretty big CMB & CMD numbers.

Ryan Freire wrote:

Just to back up scott

Grapple literally anything: Tetori

Grapple but be able to swap to something else on the fly: Brawler

Grapple into pin into coup de grace: Shifter

Grapple plus chaining maneuvers: Unarmed fighter.

I particularly don't want to go down the Tetori monk route. I've seen it suggested a ton around here, and I won't deny that it is good. I just want to see how strong of a grappler that I can make outside of it. I'm still trying to figure out how to deal with FoM though...

My hope with the Weapon Training interactions was to gain that as an additional bonus to CMD (to hold the grapples) through Combat Maneuver Defense (EX) Advanced Weapon Training, and the ability to gain an additional enhancement bonus to grapples through Warrior Spirit (Su).

I'm open to the idea of changing classes, but I'd like to see how far the Fighter can go for this. I guess since we're already here, I'm aware of the following sources of increases to grappling - before anyone makes suggestions.

options for boosting grapple:
Improved Grapple: +2 CMB and CMD
Greater Grapple: +2 CMB
Celestial Obedience (Falayna): +4 CMB and CMD
Human (Giant Ancestry): +1 CMB
Trait (Bred for War): +1 CMB
Thorny Violet Ioun Stone: +2 CMB
Gauntlets of the Skilled Maneuver: +2 CMB
Human FCB: +LV CMD


Then i'd really consider looking at unarmed fighter, which operates under a "grapple then trip/disarm/dirty trick"

It lets you use brawling light armor as well, still allows access to weapon training (but it locks you into the monk/natural groups)

Weapon master is meh for grappling as so much of it focuses on critical hits, which is not really a thing grapplers do.


Gabuman wrote:
My vision for this character is to be an over-the-top "WWE style" wrestler. Someone who is suplex slamming, sleeper holding, tossing fools around. It is also going to be ran in a campaign that will have us squaring off against a considerable amount of dragons. So there is also a need for pretty big CMB & CMD numbers.

if you're sticking with fighter then I agree that unarmed fighter is probably your best option. It lets you pick up grabbing style for free which would allow you to use a dan bong without penalty. Unfortunately, you wouldn't be able to pick up Grabbing Master without switching over to brawler or monk. Of course that only matters if you were planning on grappling multiple opponents at the same time.

You could take Racial heritage (Serpent Folk) so that you qualify for the feat Final Embrace. This gives you both grab and constrict. Having grab would make it so that it so that weapon training will apply to grapple checks for you so long as you're using a weapon that weapon training applies to, unarmed strike or monk weapons in the case of unarmed fighter (dan bong is a monk weapon btw). Since you're using the weapon to perform the combat maneuver, the combat maneuver gains any bonuses to attack that the weapon does. Grab also gives a +4 untyped bonus to grapple checks.

Oh, and since you want to grapple dragons. You'll want a belt of impossible action to get around the size limitations on grab and constrict. Sorry, I just realized it only applies to combat maneuvers so that may not be helpful.


Ryan Freire wrote:

Then i'd really consider looking at unarmed fighter, which operates under a "grapple then trip/disarm/dirty trick"

It lets you use brawling light armor as well, still allows access to weapon training (but it locks you into the monk/natural groups)

Weapon master is meh for grappling as so much of it focuses on critical hits, which is not really a thing grapplers do.

Thanks for the tip. I read that, and seeing how you still get access to weapon training, I bet I can make that work. It is a bummer to lose some of the bonus feats, but I'll look into the additional combat maneuvers.

LordKailas wrote:

if you're sticking with fighter then I agree that unarmed fighter is probably your best option. It lets you pick up grabbing style for free which would allow you to use a dan bong without penalty. Unfortunately, you wouldn't be able to pick up Grabbing Master without switching over to brawler or monk. Of course that only matters if you were planning on grappling multiple opponents at the same time.

You could take Racial heritage (Serpent Folk) so that you qualify for the feat Final Embrace. This gives you both grab and constrict. Having grab would make it so that it so that weapon training will apply to grapple checks for you so long as you're using a weapon that weapon training applies to, unarmed strike or monk weapons in the case of unarmed fighter (dan bong is a monk weapon btw). Since you're using the weapon to perform the combat maneuver, the combat maneuver gains any bonuses to attack that the weapon does. Grab also gives a +4 untyped bonus to grapple checks.

Oh, and since you want to grapple dragons. You'll want a belt of impossible action to get around the size limitations on grab and constrict. Sorry, I just realized it only applies to combat maneuvers so that may not be helpful.

What even is a Dan Bong? I know it's some kind of stick, but how in the world does it help someone grapple?

I'm enticed by the Racial Heritage -> Final Embrace line. Would one still get to add the Unarmed Strike bonuses against a target that is too large to use Grab? If so, then that's definitely the route I want to take there.

Seriously, thanks again for the help.


Gabuman wrote:
Scott Wilhelm wrote:
You can make some devastating Grappling characters without weapon master. How do you want your character to work? What does winning look like for your grappler?
My vision for this character is to be an over-the-top "WWE style" wrestler. Someone who is suplex slamming, sleeper holding, tossing fools around. It is also going to be ran in a campaign that will have us squaring off against a considerable amount of dragons. So there is also a need for pretty big CMB & CMD numbers.

That sounds like you don't exactly want a grappler, but rather an unarmed melee character that uses a variety of Combat Maneuvers: Bull Rushing, Tripping, Repositioning, and Grappling for a start.

Suplexing and Body-Slamming: making your opponent Prone. Sounds like Tripping
tossing fools around: Reposition or Bull Rush
Sleeper Hold: Pin, Damage, and/or Tie Up

Gabuman wrote:
I particularly don't want to go down the Tetori monk route.

The thing I find sexy and uniquely Tetori is Inescapable Grasp, which negates Freedom of Movement, the dweomer that Grapplers have nightmares about. But it takes 9 levels in Tetori to get Inescapable Grasp, making Tetoris, to my eye, 1-trick (Grappling) ponies. I prefer diversification. I worked out a few essentials and many sundries for making a good Grappler, some of them you have already menstioned, and then have an alternate way of fighting. My most recent was to work in a good ranged capability,

my most recent Grappling build wrote:
So Grappling isn't working: let's try the exploding arrows!

I'm kind of thinking Maneuver Master Monk might be in your future, but I'm still thinking. I was recently thinking about Hinyasi Brawler builds ("Give him the chair!"), and Verdant Grappler Brawler.

Gabuman wrote:
I'm open to the idea of changing classes, but I'd like to see how far the Fighter can go for this.

The Brawler, Cad, Free-Style, and Lore Warden Fighter Archetypes are all ones you should look at. I haven't though enough about them to make specific recommendations.

When it comes to Grappling though, the levels to take to improve your GMB the fastest are levels in Alchemist. A Tentacle gives you Grab: +4, and a King Crab Familiar gives you a +2, and Alchemists can get a Tumor Familiar, which gives you the bonus but is not actually an Aquatic Creature, so no penalties for being in an Air Environment. You can get either of those within 2 levels, both within 3. It only requires a 2 level dip in Alchemist, but I would take more.

Gabuman wrote:
What even is a Dan Bong? I know it's some kind of stick, but how in the world does it help someone grapple?

It's something you should ask your GM about. The description of it is that it's a weapon that gives you a Grappling Bonus when you are using it, and because it is a weapon you would be using in a Grapple, your Grapple Mod would benefit from Weapon Focus Dan Bong and Enhancemnt Bonuses. But the Grappling Rules say that if you don't have 2 hands free, you suffer a -4 on your Grapple Check. So that might mean you suffer a net penalty when using a Dan Bong, which is stupid, but that is what the rules say. Ask your GM how taking Weapon Focus Grappling, Weapon Focus Dan Bong and using a Masterwork Dan Bong would affect your Grapple Check.

Gabuman wrote:

Improved Grapple: +2 CMB and CMD

Greater Grapple: +2 CMB
Celestial Obedience (Falayna): +4 CMB and CMD
Human (Giant Ancestry): +1 CMB
Trait (Bred for War): +1 CMB
Thorny Violet Ioun Stone: +2 CMB
Gauntlets of the Skilled Maneuver: +2 CMB
Human FCB: +LV CMD

Good list, some are new to me. To your list I would add

Weapon Focus Grapple: +1
Coordinated Maneuvers: +2 on all CMB. (It's a Teamwork Feat, but there are tricks for making it work.)
Armbands of the Brawler: +1 (less than 1000gp)
Brawling Armor Enchantment: +2 (It's expensive: +3 equivalent)
Adhesive Armor Enchantment: +2 (7000gp)
Gauntlets of the Skilled Maneuver: you mentioned this already, but I wanted to point out that you can customize your Gauntlets to apply to more than 1 Combat Maneuver. I believe each +2 in each additional Combat Maneuver will cost 6000gp
Belt of Strength
Bull Strength Spell: +4
Alchemal (Strength)Mutagen: +2
Enlarge Person: +2, I like to dip a level in the Living Monolith Prestige Class which lets you Enlarge as a Swift Action instead of the Full Round Action it normally takes
Alchemal Tentacle and Familiar (which I already mentioned)
Barbarian Rage: +4 Strength for a 1 level dip
Druid Wildshape (or Beast Shape, Giant Form, or Monstrous Physique) all let you grow to Size Huge, +2/size increase

Expert Captor: This doesn't grant you a Bonus, but it lets you Tie Up an opponent you have Grappled, not Pinned, and you don't take that -10 you normally take. That means if you begin your Round Adjacent to your opponet, you might Intiate your Grapple as a Standard Action then Tie him Up as a Move Action, finishing the combat all in 1 round.

Infusion + Touch Injection(Alchemist): Give your Familiar an Infusion of True Strike. Use the Share Spells so that Familiar can use Touch Injection. Cast True Strike on yourself. For the above-mentioned Standard Action, you Initiate your Grapple Check with an additional +20 from True Strike as a Standard Action. Your familiar injects the Infusion of True Strike into you as a Readied Action, then you Tie Up your opponent as a Move Action with another +20 from another True Strike.

White Haired Witch: Every time you hit someone with your White Hair Natural Attack, you get a Free Grapple Attempt, sort like Grab. Less good than Grab: you don't get that +4, but better than Grab, there is no Size Limit, and when someone is Grappled in your White Hair, they are Grappled, and you are not. The Grab Free Action Grapple can only be used to Initiate a Grapple, but White Hair has no such restriction, so you can make Maintain Checks as well. There is technically no limit as to how many opponents you can have Grappled at the same time: there is no reason why you couldn't Great Cleave against every adjacent opponent with your White Hair and then Free Action-Grapple every single adjacent opponent! Great Cleaving takes a Standard Action, so you can then Tie Up one of them as a Move Action, then, if you take Rapid Grappler, tie up another as a Swift Action! There was a ruling that the Amulet of Mighty Fists will not give a bonus to your GMB, but that is on the grounds that any weapon, even a natural weapon or unarmed strike, would be incidental to the Attack, but if you are Grappling someone in your White Hair, that is clearly not the case, so your AoMF should grant you its bonus.

Hamatula Strike: This also doesn't grant a bonus to your CMB, but every time you inflict Damage with a Piercing Weapon, you can immediately make a Grapple Check.

Armor Spikes: every time you make a successful Grapple Attack, you inflict Armor Spike Damage.


LordKailas wrote:
You could take Racial heritage (Serpent Folk) so that you qualify for the feat Final Embrace. This gives you both grab and constrict. Having grab would make it so that it so that weapon training will apply to grapple checks for you so long as you're using a weapon that weapon training applies to, unarmed strike or monk weapons in the case of unarmed fighter (dan bong is a monk weapon btw). Since you're using the weapon to perform the combat maneuver, the combat maneuver gains any bonuses to attack that the weapon does. Grab also gives a +4 untyped bonus to grapple checks.

Sadly, after some poking around on this option, serpentfolk isn't a legal choice for Racial Heritage. It's gotta be a humanoid race, which unfortunately doesn't include monstrous humanoids. That definitely stings.

That does make me want to give a deeper look on the tetori. Gaining grab just feels like it opens up a lot of options. The main one being gaining weapon enhancement bonuses onto grapples.

Scott Wilhelm wrote:
That sounds like you don't exactly want a grappler, but rather an unarmed melee character that uses a variety of Combat Maneuvers: Bull Rushing, Tripping, Repositioning, and Grappling for a start.

I think you're right about the fact that I am going to want to incorporate more of the combat maneuvers into the fighting style. I feel like grappling is a solid base, though. There are also some feats that give you new options with grappling like: Whirling Hold, Sleeper Hold, Body Shield, the Savage Slam feats, and Neckbreaker.

Nice list of bonuses, you sure did your homework.


Gabuman wrote:
Sadly, after some poking around on this option, serpentfolk isn't a legal choice for Racial Heritage. It's gotta be a humanoid race, which unfortunately doesn't include monstrous humanoids. That definitely stings.

oops, yeah. I was getting them confused with Nagaji which are humanoid.

I suppose you could take Racial Heritage[Ogre] -> Ogre Crush. It would give you constrict (Sure you have to have a 25 str and be large, but these are things you'll want anyway), though I think it would be a DM call if it would qualify you for Final Embrace. Since you're getting constrict via a racial feat. Probably doesn't count as a "racial ability" by RAW.


LordKailas wrote:
Gabuman wrote:
Sadly, after some poking around on this option, serpentfolk isn't a legal choice for Racial Heritage. It's gotta be a humanoid race, which unfortunately doesn't include monstrous humanoids. That definitely stings.

oops, yeah. I was getting them confused with Nagaji which are humanoid.

I suppose you could take Racial Heritage[Ogre] -> Ogre Crush. It would give you constrict (Sure you have to have a 25 str and be large, but these are things you'll want anyway), though I think it would be a DM call if it would qualify you for Final Embrace. Since you're getting constrict via a racial feat. Probably doesn't count as a "racial ability" by RAW.

I'm just going to scrap that idea. The investment just seems like too much at this point. My DM ruled that I can add weapon bonuses from unarmed strikes to grapple attempts, as he agreed that they are "weapons suitable for grappling." So, my crucial need for grab has been lifted.

Attempting to diversify what this character can do, I'm starting to look at Dirty Trick and Tripping as secondary & tertiary options. I'm thinking of shifting off Unarmed Fighter in exchange for Lore Warden for that generalized +X CMB and CMD. It might make things easier.


Scott Wilhelm wrote:
Weapon Master wrote:

Weapon Training (Ex)

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
I don't see a real problem with this. The Fighter Weapon Training Class Ability can only be applied to lists of weapons in certain weapon groups, and neither Combat Maneuver nor Grapple are on any of those lists. But Weapon Training for the Weapon Master Archetype is not the same Ability as the Weapon Master Fighter Class Ability.
Combat Maneuvers wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Combat maneuvers are not weapons. Combat Maneuvers are performed with weapons.

What this means is, if the combat maneuver can be performed with the Weapon Master's chosen weapon, all the bonuses that would apply to his attacks with his chosen weapon will apply to the combat maneuver.


Volkard Abendroth wrote:
Scott Wilhelm wrote:
Weapon Master wrote:

Weapon Training (Ex)

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
I don't see a real problem with this. The Fighter Weapon Training Class Ability can only be applied to lists of weapons in certain weapon groups, and neither Combat Maneuver nor Grapple are on any of those lists. But Weapon Training for the Weapon Master Archetype is not the same Ability as the Weapon Master Fighter Class Ability.
Combat Maneuvers wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Combat maneuvers are not weapons. Combat Maneuvers are performed with weapons.

What this means is, if the combat maneuver can be performed with the Weapon Master's chosen weapon, all the bonuses that would apply to his attacks with his chosen weapon will apply to the combat maneuver.

For other reasons, I was iffy about Weapon Master Grapple, anyway.

But you just hit on the way to do it. Be a Weapon Master of an Alchemal Tentacle or White Hair or something: weapons that you use for Grappling. Then you get the bonuses to your GMB because you get the bonuses to the weapon.


Gabuman wrote:
LordKailas wrote:
Gabuman wrote:
Sadly, after some poking around on this option, serpentfolk isn't a legal choice for Racial Heritage. It's gotta be a humanoid race, which unfortunately doesn't include monstrous humanoids. That definitely stings.

oops, yeah. I was getting them confused with Nagaji which are humanoid.

I suppose you could take Racial Heritage[Ogre] -> Ogre Crush. It would give you constrict (Sure you have to have a 25 str and be large, but these are things you'll want anyway), though I think it would be a DM call if it would qualify you for Final Embrace. Since you're getting constrict via a racial feat. Probably doesn't count as a "racial ability" by RAW.

I'm just going to scrap that idea. The investment just seems like too much at this point. My DM ruled that I can add weapon bonuses from unarmed strikes to grapple attempts, as he agreed that they are "weapons suitable for grappling." So, my crucial need for grab has been lifted.

Attempting to diversify what this character can do, I'm starting to look at Dirty Trick and Tripping as secondary & tertiary options. I'm thinking of shifting off Unarmed Fighter in exchange for Lore Warden for that generalized +X CMB and CMD. It might make things easier.

Ooh, but Ogre Crush would be perfect for my Druidzilla build! A Druid/Warpriest Allosaurus with Strong Jaw, Grab, Pounce, Rake, and now Constrict. Get a Helm of the Mammoth Lord, a level in White Haired Witch, and Barding with Armor Spikes. She is just going to vaporize oppoennts!


The fastest way I can think of for you to neutralize an opponent in a single round with Grappling is the combinationof Maneuver Master Monk, Cavalier Expert Captor, and White Haired Witch.

Race: you might need to be something with a natural Attack such as Half Orc or Tengu

1Cavalier1: (probably Constable): Tactician, Challenge, Coordinated Maneuvers, Feat, BAB+1
2C1Monk1: Maneuver Master, Flurry of Maneuvers, Improved Grapple, Unarmed 1d6
3C1M1Witch1: White Haired Witch, Weapon Focus White Hair
4C2M1W1: Expert Captor, BAB+2

Flurry of Maneuvers lets you work in 1 extra Conbat Maneuver when you make a Full Attack Action, even if that Maneuver would normally take a Standard Action such as a Grapple. A hit with White Hair gives you a Free Grapple. But since it only works with the Full Attack Action, you might not be allowed to use Flurry of Maneuvers unless you get more than 1 Attack, so maybe just be a Tengu and get 2 Claws, a Bite, and White Hair. That's a Full Attack for sure. Anyway, hit with your Hair, Grapple as a Free Action, then use Flurry of Maneuvers to get another Grapple, and then Tie Up your Opponent.

A BAB of +2 is very low for a level 4 melee character, but hopefully, that will be offset by Weapon Focus White Hair. On the bright side, your Saving Throws will be quite good: Fort: +5 Reflex: +2, Will: +4.

When I was making a character like this for myself, I decided I wanted some ranged capability:

Half Elf or Half Orc, uses an Orc Hornbow
1Fighter1: Point Blank Shot, Precise Shot, BAB+1
2F1Ranger1: Freebooter’s bane, BAB+2, BAB+2

Freebooters get 'Bane instead of Favored Enemy. They can mark any single opponent as a Move Action, and they and all their allies get +1 Attack and Damage until he picks another one. Actually, that would give a bonus on Grapple Checks, too. Another one for the list.

Even level 1 Rangers can use Ranger Wands. I like Gravity Bow. The Arrows inflict Damage as if 1 size bigger. Size MediumOrc Hornbows do 2d6. Size Large do 3d6.

3F1R1Witch1: White Hair, Weapon Focus White Hair
4F1R1W1Monk1: Maneuver Master, Improved Grapple, Flurry of Maneuvers
5F1R1W1M1Cavalier1: Coordinated Maneuvers, Endurance BAB+3
6F1R1W1M1C2: Expert Captor, BAB+4

So this character gets that sweet Grapple combo at level 6 instead of level 4, but at level 1, he is a really good archer and stays one as the character develops.

This character would then start taking levels in Alchemist to get the Tentacle and the King Crab Tumor Familiar like I was telling you about, but he would also be a Grenadier Alchemist, allowing him to put flasks of Alchemist fire on his arrows after 2 levels in Alchemist and taking Explosive Missile after 4: Exploding Arrows are cool. He'd take Endurance and Iron Will so as to take a level in Living Monolith for the Enlarge which will both give him a +2 on Grapple Checks and make his Arrows bigger, hitting as Size Huge: 4d6 (and they explode!). This character would be well developed as a grappler and archer by level 11 with a devastating Grapple Melee Attack with Exploding Arrows to fall back on.

I had another idea a little like this where the character would start off as a Ninja Sniper

Half Elf with Arcane Training
1Fighter1: Precise Shot
2F1Ninja1: Sneak Attack +1d6
3F1N2: Ki Pool, Ninja Vanishing Trick, Rogue Talent, False Attacker

This character would use Vanishing Trick on the first round to use Stealth find scurry off to a some hidden firing point. From then on, he will shoot while Invisible, locking in his Sneak Attack Damage. Normally, the sniper would then give himself away unless he won a Stealth Check opposed by Perception with a -10 Penalty, but with False Attacker, the sniper gets to make a Bluff vs. Perception first, and if that succeeds, he doesn't have to make that Stealth Check. This Character would use a Wand of Scorching Ray, making Ranged Touch Attacks vs. Flatfooted AC that lock in Sneak Attack Damage!

Anyway, this character would then develop as a Grappler with Greater Grapple and Expert Captor like above. So he would sneak around the battlefield picking off victims 1-by-1, then maybe sneak up right behind one of them then Grapple and Tie them Up before they knew what hit them.

For the first build I put on this post, I'd probably go with your idea of Lore Warden or Unarmed Fighter for the next several levels to get the BAB+6 and Greater Grapple. I think I would make the level 1 Feat Power Attack and take Cleave and Great Cleave, allowing him to Grapple multiple opponents at once. And when you have Great Cleave and White Hair, you now have a good reason to take Rapid Grappler. Maybe Improved Bull Rush. I'd still want those Alchemal Discoveries. I'd take Feral Combat Training for my hair and Snake Style Feats. When someone caught in her hair makes a failed Grapple Check to Escape, she gets an Attack of Opportunity with her hair, and if that hits, another free Grapple check to Tie Up. Her wrestling name will be Charlotte, the Spider Woman...

I'm highly tempted by Verdant Grappler. But if I was going to be a Verdant Grappler anyway, then maybe I should have done that at level1...

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