Grappling with Grappling

Postby Sammy » Fri Jun 01, 2012 10:53 am

Bruno know not everyone good at grappling as Bruno. Bruno grapple words to help you.

"I WANT TO GRAPPLE IT!"

Bruno proud of you! Roll your CMB vs its CMD.

No have Improved Grapple? Uh oh, it gets an AOO on you! If you take damage, deduct damage from your CMB when you roll.

FAILURE?
You grapple like pathetic goblin! Get ready to eat a full attack or spell!

SUCCESS?
You've grapple like Bruno! You both gain the 'grappled' condition.

(Bruno doublecheck with other monks and confirm that natural 20 is autosuccess and natural 1 is autofailure.)


"I'VE GRAPPLED IT! NOW WHAT?"

Bruno say good job! Defender has own options. Bruno save those for "I'VE BEEN GRAPPLED! HELP!" section.

Now, it your next turn! Your new pal no escape.

You can end grapple as free action if you want. Only weak wimps do that...or people who want to full attack...or 5' step away and drink a potion...or do some other tactical crap. Bruno and other real men...

...make another CMB v CMD check! Since you control grapple, you get +5 to your CMB roll! Opponent will have lower CMD because of grappled condition.

FAILURE?
You weak like mage! Creature no longer grappled! It is free! Get ready to eat a full attack or spell!

SUCCESS!
You true icon of masculinity. You can choose to:

-Do nothing! You just wanted to hug creature and maintain grapple. You're doing it!

-Move half speed with grappled target! Haha! You can plunk that punk elsewhere! You can set up melee folks who are far away or drop enemy off a cliff...but if you put it in a hazardous square (like off of cliff or in wall of fire), it get another chance to break grapple with +4 bonus.

-Do Unarmed Damage! Roll your unarmed damage! Squish him real good!

-Pin enemy! You pin the enemy and give them the super nasty pinned condition!


"I'VE PINNED HIM! WHAT NOW?"

Bruno bow before your grappling skills.

If want to move half speed with grappled target, do unarmed damage or just maintain grapple, roll CMB v CMD (remember bonuses and penalties).

Better yet, you can tie up creature, with another CMB check! Escape Artist DC is 20 + your CMB (remember, your CMB is also +5 from being controlling Grappler at time of tie up). If DC higher than 20 + creature's escape artist skill, creature can not escape bonds. Period. Escape Artist is skill check, so natural 20 is not autosuccess.

Is up to GM if tied up creature can be Coup De Graced.

Bruno now list defender options in second post.
Last edited by Sammy on Thu Jan 02, 2014 2:42 pm, edited 2 times in total.

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Postby Sammy » Fri Jun 01, 2012 10:53 am

"HOLY CRAP, I GOT GRAPPLED!? HELP!"

Bruno say, don't panic tiny delicate person. Unless you are not Bruno, then maybe panic a little.

You have options:

ESCAPE! If grappled, you can try to make CMB or escape artist check vs opponent's CMD to get out of it!

FAILURE!
You are still grappled like weak pathetic baby you are.

SUCCESS!

HAHA! Stupid monster not strong enough to hold you!

-GRAPPLE! You can become controlling grappler with CMB v CMD roll.

FAILURE!
You make Bruno sad with your bad grappling. Foe still in control.

SUCCESS!
You now controlling grappler! You now get +5 to maintain grapple and can do cool grappling stuff.

-ATTACK! If you have one-handed weapon (or have natural weapon), you can attack with -2 penalty. This includes full attacking!

-CAST SPELL! You can cast spell without Somatic components! Must make concentration check DC of 10 + attacker's CMB + spell level.

FAILURE!
Puny spell fizzle.

SUCCESS!
HAHA! Enemy eat spell to face.


"I'M PINNED! AM I EFFED?!"

Bruno feel very, very sorry for you if you get pinned.

You can only take mental or verbal action--so, no spells with somatic or material components. Or you can try to escape with Escape Artist or CMB roll. That's it.
Last edited by Sammy on Thu Jan 02, 2014 2:43 pm, edited 1 time in total.

PFS Characters
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L17 Dual-Cursed Life Oracle
L16 Tetori 9/Brutal Pugilist Barbarian 7
L12 Shield-Bash Ranger 6/Horizon Walker 3/Fighter 3
L11 Zen Archer Monk
L10 Ranged Geokineticist
L7 Animist Shaman
L7 Wizard 2/Cleric 1/Mystic Theurge 4
L6 Spirit Walker Mesmerist
L5 Summoner w/ 1-hit Eidolon
L4 2H Paladin of Shelyn
L4 2WF STR Slayer
L4 Trip Reach Barbarian 3/ Fighter 1 (CORE)
L2 Dirty Trick Reach Barbarian
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Postby rchurchwell » Sun Jun 03, 2012 11:06 am

I approve this message.
Eyes of the Ten Roll20 link, ALEX

Katya Menia (40970-16, Soveriegn Court) (Human/Bat Form)
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L7 Katya Menia, Blood Kineticist
Female werebat-kin skinwalker (bloodmarked) hydrokineticist 4 (Pathfinder RPG Bestiary 5, Pathfinder RPG Occult Adventures 10, 88)
NG Medium humanoid (shapechanger, skinwalker)
Init +4 Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19
AC 28, touch 19, flat-footed 22
hp 75
Fort +12, Ref +10, Will +5; +4 vs. disease
Defensive Abilities fortification 15%[/b]
AC 27, touch 18, flat-footed 22 (+8 armor, +1 deflection, +5 Dex, +1 natural, +2 size)
Fort +12, Ref +12, Will +5; +4 vs. disease

--------------------
Offense
--------------------
Speed 30 ft.
Speed 10 ft., fly 60 ft. (average)
Special Attacks water blast +11 (4d6+14) or blood blast +11 (8d6+18)
Special Attacks water blast +15 (4d6+14) or blood blast +15 (8d6+18)

Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—bleeding infusion (+2 burn), extended range (+1 burn), snake (+2 burn), wrack (+0 burn)
. . Utility—basic hydrokinesis, kinetic cover, kinetic healer
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +4; CMD 19
Str 7, Dex 22, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +9; CMD 18

Feats Bat Shape, Point-Blank Shot, Precise Shot, Iron Will
Traits ease of faith, fashionable, fast-talker
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +11, Perception +0 (+2 at night), Sense Motive +5, Stealth +11, Use Magic Device +5; Racial Modifiers +2 Fly
Skills Acrobatics +12 (+2 to jump), Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +20, Perception +4 (+6 at night), Sense Motive +5, Stealth +21, Use Magic Device +5; Racial Modifiers +2 Fly
Languages Common
SQ animal-minded, bleeding infusion, blood tell, burn (2 point/round, max 9), change shape, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, wrack
Combat Gear wand of infernal healing (50 charges), alchemist's fire (2), alkali flask[APG] (2); Other Gear cold iron dagger, silver light mace, lesser talisman of freedom, lesser talisman of life's breath, cloak of resistance +1, ring of protection +1, jewelry[UE], masterwork backpack[APG], silk rope (50 ft.), waterskin, 924 gp
--------------------
Special Abilities
--------------------
Animal-Minded +2 to Perception checks at night.
Bat Shape (Bat) Take the form of a bat, as beast shape II.
Bleeding Infusion (DC 19) (Su) Failed save: Target takes 1 point of bleed damage for every die of blast damage.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Elemental Overflow +2/+4 (Max +1, +2 STR, +2 CON, 15% Fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Metakinesis (1 burn: Empower) (Su)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wrack (DC 19) (Su) Target takes half damage, but dam is untyped and ignores DR.
Wracking Water Blast (DC 19) (Sp) Level 3; Burn 0

RIP Quarles * Chumley Roughknuckles * Grundle Axewound * Thujone * Wander (she got better) * Hariq al Safar
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Postby thunderspirit » Thu Jan 02, 2014 6:48 pm

This post needs more cowbell.

Also, situations regarding grapple from those monsters without Improved Grab and such.
But mostly more cowbell.
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