Grapple
Grapple is the most tactically complex combat maneuver. A successful grapple imposes the grappled condition on both you and your target, and each subsequent round you must choose what to do with the hold — move, damage, pin, or release. Grapplers must act quickly, since the target can attempt to escape each round.
Initiating a Grapple
| Action | Standard action |
|---|---|
| Range | Must be adjacent to the target (reach weapons cannot be used to grapple) |
| Provokes AoO | Yes, from the target — unless you have Improved Grapple or the Grab special quality |
| Size limit | Cannot grapple a creature more than two size categories larger than you |
| Check | d20 + CMB vs. target's CMD |
| On success | Both you and the target gain the grappled condition; you become the controlling grappler |
Maintaining a Grapple
At the start of your turn, if you are the controlling grappler, you may spend a standard action to maintain the grapple (a free CMB check vs. CMD). If you succeed, choose one of the following options. If you fail, the grapple ends.
| Option | Effect |
|---|---|
| Move | Move up to half your speed, dragging the grappled target with you into your space. Both of you move together. |
| Damage | Deal damage as if hitting with an unarmed strike, a natural attack, or a light or one-handed weapon you're holding. |
| Pin | The target gains the pinned condition (helpless, can only attempt to escape). You remain grappled (not pinned) while pinning. |
| Tie Up | If your CMB exceeds the target's CMD by 5 or more, you may tie up a pinned target (requires rope or similar). A tied creature is helpless and can attempt to escape with Escape Artist or STR check (DC 20 + your CMB). |
| Release | End the grapple. Both conditions are removed. You do not need to make a CMB check to release. |
Escaping a Grapple
The grappled (non-controlling) creature may attempt to escape as a standard action using one of the following:
- CMB check vs. the grappler's CMD — a successful combat maneuver breaks the hold.
- Escape Artist check vs. the grappler's CMD — a skill-based alternative; useful for DEX-focused characters.
- Freedom of movement (spell) — automatically escapes any grapple at the start of the grappled creature's turn.
Grappled Condition
- Cannot move.
- –4 penalty to DEX.
- –2 penalty on attack rolls and CMB checks.
- –4 penalty to CMD.
- Cannot make attacks of opportunity.
- Spells with a somatic component require concentration (DC 15 + 2× spell level).
Pinned Condition (escalated)
- Treated as helpless for most purposes.
- Can only attempt to escape (CMB or Escape Artist vs. CMD + 5).
- Cannot speak freely (GM's discretion on verbal spell components).
- Loses DEX bonus to AC entirely.
Special Rules
- Multiple grapplers. More than one creature can attempt to grapple a single target in the same round. Each must make its own CMB check; only one is the controlling grappler. Additional grapplers grant a +2 circumstance bonus to the controlling grappler's CMB checks.
- Weapons in a grapple. You can use a light weapon or a weapon with the grapple property (such as a cestus) while grappling. Two-handed weapons and ranged weapons cannot be used.
- Grab special quality. A creature with Grab may attempt a free grapple check as a free action after a successful natural attack. This does not provoke AoOs and does not require Improved Grapple. Large+ creatures with Grab can grapple targets of any size up to its own size category.
Key Feats
| Feat | Benefit | Prerequisite |
|---|---|---|
| Improved Grapple | Does not provoke AoO when grappling; +2 to CMB and CMD for Grapple | DEX 13, Improved Unarmed Strike |
| Greater Grapple | Maintain a grapple as a move action instead of a standard action | Improved Grapple, BAB +6 |
| Pinning Knockout | While pinning a foe, deal nonlethal damage on a successful grapple check without the usual –4 penalty | Improved Grapple, BAB +9 |
| Rapid Grappler | Once per round, attempt a free CMB check to maintain a grapple if you have Greater Grapple | DEX 13, Greater Grapple, BAB +9 |