Grappled characters cannot move, take a –2 penalty on all attack rolls and a –4 penalty to Dexterity-based checks, cannot make attacks of opportunity, and whenever they cast a spell or use a spell-like ability, they must make a concentration check against a DC of 10 + the spell's level + the grappler's CMB or lose the spell.
The target of the grapple attempts to escape every round by making a successful Athletics or Mobility skill check, or Strength check. The DC of this check is the grappler's CMD.
While grappling the target, the grappler cannot take standard actions. Each round, the grappler makes a grapple maneuver check with a +5 circumstance bonus. On success, the target is pinned and takes damage equal to that of the grappler's attack with the highest damage dice. As a free action, the grappler can end the grapple for both themselves and the target. If the check fails, this ends the grapple for both the grappler and the target.
Pinned characters suffer the following penalties:
- Character suffers all of the penalties from being grappled
- Character loses their Dexterity and dodge bonuses to AC
- Character cannot take standard actions
- Character suffers a –4 penalty to AC
- This ability also gives the creature a +4 bonus on grapple maneuver checks.
Hints & Tips
- Grappled is one effective way to deal with annoying caster and range martials.