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Piranha424
2017-03-02, 04:42 PM
Not sure if this is really where this should go but this is a reference sheet I made a while back. It's for PF but tweaks and incorporates older rules from 3.5 and some of it's expanded books. I started out just trying to get all the grappling rules and effects together in one place and ended up doing some expanding. Let me know what you guys think.

Pathfinder Grappling Rules Quick Reference Sheet

- Initiating a grapple is an attack action which provokes attacks of opportunity. If you have a high enough base attack for multiple attacks you can make multiple attempts to grapple, take multiple grapple actions of initiate a grapple and make grapple actions in the same round.
o To start a grapple, you make a CMD vs CMD: success deals unarmed/natural weapon damage (humanoid creatures without two free hands initiating a grapple take a -4 to the attempt. And moves the attacker into the defender’s space. This movement provokes attacks as normal but not from the defender of the grapple.
 If the attacker cannot move into the defenders space the grapple ends at the end of their turn.
o Grappling combatants do not threaten squares, are denied their Dex. modifier to AC and Reflex saves to opponents they are not grappling (but retain them to opponents they are grappling) and generally cannot do anything that requires two hands.
o An attacker may opt to use a smaller portion of their body than normal (IE, hold with one hand/claw/tentacle) and still threaten spaces normally, retain their Dex to AC and Reflex saves and make their remaining attacks. Doing so gives a -20 penalty to all CMB checks for grappling actions and a -20 to CMD for anyone attempting to free themselves.

ACTIONS WHILE GRAPPLING
• Activate a magic item: Non spell completion items only and requires the normal amount of time to activate.
• Attack: -4 to hit, light or natural weapons only, one weapon per round. (you may attack anyone within your normal reach)
• Cast a spell: Only spells with no somatic components whose material components you have in hand. You must succeed in a Concentration check, DC = 10 + opponents CMD + spell level.
o Retrieve spell components: full round action with no check or as a move action with a check of CMB vs CMD.
• Damage: Unarmed strike damage with CMB vs CMD, -4 to CMB to make non-lethal damage lethal.
• Draw light weapon: Full round action with no check or move action with CMB vs CMD
• Escape: CMB vs CMD as an attack action or Escape Artist vs CMD as a standard action.
o If you escape you are let go in a space of your choosing adjacent to the opponent.
• Move: Move ½ your speed bringing all grapplers with you as a standard action with a CMB vs CMD.
o At the end of your move you may attempt to place your opponent in any adjacent space as a free action. If you attempt to place them in a hazardous space (off the edge of a cliff, in a Wall of Fire, etc.) they get an immediate CMB vs your CMD to escape the grapple with a +4 bonus to the check.
• Use opponents light weapon: CMD vs CMD at a -4. Success lets you make a free attack with it as the attack grapple action but does not give you possession of it.
• Pin: CMB vs CMD
o While pinned your Dex = 0 (-5 modifier) and you have a -4 penalty to AC, you can only take mental actions and cannot speak clearly
o Escape a pin: CMB vs CMD to revert back to a normal grapple
o While pinning you may attempt to damage your opponent, move, or use their weapon as above. You may also attempt to disarm your opponent with a CMB vs CMD, the defender gets a +4 to their defense. However, they gain no other Disarm defense bonuses except in the case of a Gauntlet or a Locked Gauntlet.
o You can prevent an opponent from speaking at all as part of the pin if you wish.
o You can release a pin as a free action ending both the grapple and the pin.

• Join a grapple: You may take a standard action to join a grapple. Your actions become restricted as normal for a grappler and you may make a CMB vs CMD of all involved parties in the grapple to force the grapple to end or attempt to use aid another with a CMD vs ½ the opponents CMD or 10 whichever is higher.

- A creature does not have to make a check to do nothing but maintain a grapple

- The Improved Grab ability pulls an opponent into the creature’s space without provoking attacks of opportunity
- Any constrict damage is in addition to grab or natural weapon damage