Understanding Grappling
This tutorial covers how to handle a grapple, both from the perspective of being grappled and if you're the person doing the grappling. Credits for this content go to Pyroclasm, with a big thanks for all the time and effort he put into this!
What the Grappled Condition Does
Before starting, there are three conditions to consider:
Grappled: During a grapple, both parties gain this condition. That is:
- they each cannot move (outside of the grapple)
- they each take a -4 to Dex
- they each take -2 to all attack and CMB checks except to grapple or escape a grapple
- they each cannot take any action that requires two hands, can't take AoOs, can't use stealth (but if they do become invisible, they gain +2 to CMD against the grapple).
Pinned: Pinned is a condition that be inflicted in a grapple, and is a worse version of "grappled." A creature under this condition has no movement, is considered flat-footed, takes an additional -4 to AC, and may use no spell (or spell-like ability) with S or M components
Multiple Creatures: Multiple creatures can aid grappling or aid breaking free with Aid Another. Each success contributes to the CMB roll.
Consider: Grappling is not as simple to escape as it might seem. Once an opponent succeeds on their first grapple, they receive a +5 to maintain it. In addition, the opponent has a -4 penalty to Dex, which lowers his CMD. And, if they are still holding onto a weapon with one hand, they get -4 to their grapple check.
How to Grapple
To grapple, follow these steps. Be sure you understand the above conditions, however, before proceeding.
1. Do you have improved grapple?
- N -- eat an AoO
- Y -- proceed
2. Are both hands free?
- N -- roll at -4
- Y -- proceed
3. Roll your CMB vs the target's CMD.
4. If successful, both of you gain the grappled condition, but only the grappler can let go as a free action.
To Continue the Grapple
Make a new check each round to maintain your hold--if the opponent doesn't break free, you get a +5 circumstance bonus to the roll.
While you maintain your hold, you can:
- A) Move both of you at up to 1/2 your speed--if you move someone somewhere dangerous (like a wall of fire or off a cliff), they get a free chance to break free at +4.
- B) Do damage, lethal or non-lethal, equal to:
- i) an unarmed strike
- ii) a natural attack; or,
- iii) armor spikes or a light or one-handed weapon
- C) Pin -- give opponent the pinned condition, at the cost of your Dex bonus to AC
- D) Tie-up (if opponent is pinned (roll at -10), otherwise restrained, or unconscious) with rope -- Escape DC = 20 + your CMB.
If You are Grappled
If you're grappled, you can try to break free as a standard action by:
- A) rolling CMB vs CMD; or,
- B) rolling Escape Artist against a DC equal to the opponent's CMD
If this succeeds, you can:
- A) Break free and act normally;
- B) Become the grappler; or,
- C) Take any one-handed action (attack any target w/in your reach with a light or one-handed weapon)
- D) Cast a spell (though instead of a CMB check, this is a Concentration check with a high DC (DC 10 + grappler's CMB + spell level). If this check is failed, you lose the spell.
If you are grappled, you may not take AoOs. If you become invisible, you gain a +2 circumstance bonus on CMD to avoid being grappled, but receive no other benefit.
Spellcasting, Spell-Like Abilities, and Grappling
If you want to cast a spell or use a spell-like ability, you can only cast ones without S components, and with M components already in hand (unless you're pinned); also, you need to roll a Concentration check with a DC = 10 + grappler's CMB + spell level