Kulan: Knightfall's Crisis in Bluffside Game [OOC]

Hmm...
While you’re grappling, you don’t threaten any squares. (RC, p. 60)

You can also use Intimidate as a standard action against an opponent that you threaten in melee combat and that can see you, weakening that opponent’s resolve in combat. (RC, p. 68)
@Neurotic, I'm fairly certain demoralize opponent can't be used against someone Akos is grappling. I'll think about it (I need breakfast first.), but I'm fairly certain the answer is probably 'no you can't do that'. Its the fact Akos doesn't threaten any squares and demoralize opponent requires that you are threatening an opponent. I need to see if there is some sage advice about using skills while grappling. Escape Artist can be used, but I'm not sure about other skills.

Regardless of who started the grapple, while you’re grappling, you can perform only the following maneuvers.
  • Activate a Magic Item (but not spell completion items)
  • Attack Your Opponent (unarmed strike, natural weapon, light weapon; standard action)
  • Cast a Spell (no somatic component spells; 1 standard action or less)
  • Damage Your Opponent (unarmed strike damage; standard action) *
  • Draw a Light Weapon (move action)
  • Escape from Grapple (opposed grapple check or Escape Artist check; standard action)
  • Move (half speed; standard action) *
  • Retrieve a Spell Component (full-round action)
  • Pin Your Opponent (standard action) *
  • Break Another's Pin (standard action) *
  • Use Opponent's Weapon (standard action) *
(*) Requires a successful opposed grapple check.

None of these actions provoke AoOs from the other grappler. Neither one of them threatens other opponents or each other.
 

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Other Options when Grappling
The grappling options presented in the Player's Handbook cover most things you'd want to do while grappling, but here are a few more (strictly optional) possibilities.

Break Another's Hold: This works just like breaking another's pin, except that you use it against a foe that merely has a hold on another character. If you win the opposed check, you free the character you're helping.

Throw Your Foe to the Ground: This works just like a trip attack except that you don't make an initial touch attack (because you're grasping your foe already) and you and your foe make opposed grapple checks to resolve the trip attack. If you win, you and your foe fall prone in the space you both share, but you're still grappling. At your option you can take a -4 penalty on the opposed check; if you win you break your foe's hold on you and you throw your foe to the ground in a space adjacent to the space you formerly shared. (You stay on your feet.) Your foe's movement does not provoke attacks of opportunity, nor does it count against her movement for the current turn (or her next turn).

If you lose the opposed check, your foe gets a chance to trip you by making an opposed grapple check, just as described above.

Release Your Hold: Curiously, the Player's Handbook says nothing about voluntarily relinquishing your hold on a foe, so here's a rule to cover that. You can release your foe as a free action. You are still considered to be grappling, however, unless your foe also decides to release you at same time. If your foe does not want to release you, you can escape by winning an opposed grapple check that you make instead of a melee attack.

When you and your foe release each other, one of you must go to a space adjacent to the space the two of you once shared. The movement provokes attacks of opportunity from foes who threaten the space the character leaves, but the movement doesn't count against the character's speed for the current turn. If you made a successful opposed grapple check to end the grapple, you decide who moves. If you both decide to release each other, make an opposed grapple check and the winner decides who moves.

Retrieve a Stored Item: You can use a full-round action to grab an item you're carrying. The stored item must be fairly accessible -- that is stored in a bandoleer, belt pouch, sleeve, pocket, or other location within easy reach.
 
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Found it: Rules of the Game: all About Grappling (Part One)

Grappling has consequences.
  • You're grappling whenever you have a foe in your grasp or vice versa.
  • When you're grappling, you don't threaten any squares, not even the square you're in.
  • You lose your Dexterity bonus to AC (if you have one) against opponents you aren't grappling. (You can still use it against opponents you are grappling.)
  • You can't move while grappling unless you first win an opposed grapple check, and even then you have to drag your opponent along with you (see Part Two).
  • You share your foe's space when you're grappling. If you and your foe are different sizes, use the larger of the two space entries. Any attack that can reach the shared space can hit you. You don't get cover from a foe you're grappling, but any ranged attack aimed into your shared space has an equal chance to strike you or the creature you're grappling. Roll randomly to determine which creature a ranged attack strikes (see note 3 on Table 8-6 in the Player's Handbook). If you use a weapon against a foe you're grappling (see Part Two), you don't have to roll to determine the target you actually attack.
So, the answer is no, Akos can't use demoralize opponent while being grappled.
 





Bluffside Regular (on street): Attacks (with flanking) doppelganger with halberd.
Bluffside Regular (halberd) vs Doppelguard: 1D20+6+2 = [5]+6+2 = 13 (miss)
1D10+3 = [2]+3 = 5
---
Custodio: Takes a 5-ft. step away from the doppelganger and casts spiritual weapon. Shaped like a longsword. He directs it to attack the female mercenary closest to Akos and Zenpher.
(1d20+10 to hit; 1d8+1 force damage; 19-20/x2)
Custodio - Spiritual Weapon: 1D20+10 = [14]+10 = 24 (hit)
1D8+1 = [7]+1 = 8
---
Doppelguard: 5-ft. step towards Commander Oakfirst; full attack.
Doppelguard - Full attack vs Oakfirst: 1D20+12 = [20]+12 = 32 (critical threat)
1D20+7 = [8]+7 = 15 (miss)
Doppelguard - Confirm Roll vs Oakfirst: 1D20+12 = [15]+12 = 27 (critical hit)
Doppelguard - Damage to Oakfirst: 1D6+3 = [2]+3 = 5
1D6+3 = [1]+3 = 4

End of Round 8
 
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Battle Map at the End of Round 8
BotCC_End of Round 8.png
 


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