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

Related Conditions

  • Grappled — applied to both the attacker and target on a successful grapple initiation.
  • Pinned — applied to the target when the controlling grappler chooses the Pin option.
  • Helpless — a pinned creature is treated as helpless for coup de grâce and other purposes.