Purpose of Rapid Grapple?


Rules Questions

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I am venturing out into unknown territory and attempting a grapple build. While doing my research I came across the feat Rapid Grapple which allows someone to make a grapple check as a swift action after a successful grapple check to maintain a grapple.

What is the purpose of this feat and how does that help?

Why would I want to take this feat?


Because you want to apply the Maintain Grapple effects multiple times in one round to your target> Moving them around the battlefield, Pinning/Tying them up, Damaging them more. Or it also lets you Grapple multiple opponents in one round (it doesn't specify the same opponent... that could be RAI, but it isn't RAW. and since AFAIK multiple creatures CAN be engaged in a grapple with you, like if you were tagged by two Kraken's AoO's, using it vs. multiple targets is pretty useful. All while retaining a Standard Action to use if you need/want to... I could see it being great for Druids who go into Grapple, but might also want to Cast a spell after breaking out of a Kraken's grapple, etc.

Grand Lodge

CalebTGordan wrote:

I am venturing out into unknown territory and attempting a grapple build. While doing my research I came across the feat Rapid Grapple which allows someone to make a grapple check as a swift action after a successful grapple check to maintain a grapple.

What is the purpose of this feat and how does that help?

Why would I want to take this feat?

It allows you to take another grapple action in one turn, which speeds up the entire process. Let's say you want to tie up your opponent. Here are the steps without the feat, assuming success on each attempt:

1) 1st round. You initiate the grapple as a standard action.
2) 2nd round. You maintain the grapple and pin your opponent as a standard action.
3) 3rd round. You tie up your opponent as a standard action.

Rapid grapple lets you do step 3 on round 2 instead of round 3. You can do other things besides pin or tie them up of course, such as do additional damage or move them.


CalebTGordan wrote:

I am venturing out into unknown territory and attempting a grapple build. While doing my research I came across the feat Rapid Grapple which allows someone to make a grapple check as a swift action after a successful grapple check to maintain a grapple.

What is the purpose of this feat and how does that help?

Why would I want to take this feat?

Normally you would have to make a grapple check to maintain the grapple as a standard action at the start of your turn. The purpose of this feat (and the greater grapple feat) is to allow you to take additional actions beyond maintaining the grapple. For example, with rapid grapple you could spend a swift action maintaining the grapple and (assuming you succeed) cause damage or pin or whatever, then spend your full round action making a full attack with your free hand.


That's a bad example, Exocrat, because the Pre-Req for it is Greater Grapple, so Standard Action Maintains aren't the baseline the Feat is modifying, it's adding on to Greater Grapple's MOVE ACTION Grapple Maintain, which already allows 2 Grapple checks per round.

Moglun wrote:
For example, with rapid grapple you could spend a swift action maintaining the grapple and (assuming you succeed) cause damage or pin or whatever, then spend your full round action making a full attack with your free hand.

Unfortunately, you can't Moglun, because the Feat only triggers when you have already used a Move action with Greater Grapple Maintain... So no Full Round Actions.

Silver Crusade

CalebTGordan wrote:

I am venturing out into unknown territory and attempting a grapple build. While doing my research I came across the feat Rapid Grapple which allows someone to make a grapple check as a swift action after a successful grapple check to maintain a grapple.

What is the purpose of this feat and how does that help?

Why would I want to take this feat?

Action economy.

Being able to use a grapple as a swift action basically doubles your damage or your mobility each round, and allows you to pin an enemy in one round even if you moved prior to your grapple check.

Grand Lodge

Quandary wrote:

That's a bad example, Exocrat, because the Pre-Req for it is Greater Grapple, so Standard Action Maintains aren't the baseline the Feat is modifying, it's adding on to Greater Grapple's MOVE ACTION Grapple Maintain, which already allows 2 Grapple checks per round.

Oops. So then this lets you do three grapple actions in 1 turn? 1 move to maintain, 1 swift from rapid grapple, and 1 standard?


Exocrat wrote:

Oops. So then this lets you do three grapple actions in 1 turn? 1 move to maintain, 1 swift from rapid grapple, and 1 standard?

Yup! Pretty sweet, huh?


Yup... Or use your remaining actions for other things.
I'm not sure if Maxximilius' example above works, because Rapid Grapple kicks in after a MAINTAIN via Greater Grapple, not an INITIATION of Grapple, so if you moved up to somebody, then initiated a grapple, you couldn't use Rapid Grapple. So it seems more useful for after the Grapple has already been initiated on previous round, it lets you go all-out Grappling (either same target or new ones) and still have an extra action... To move away (from Tied target, for example) or Standard Action attack/cast/etc.


3 people marked this as FAQ candidate.

It also seems like it wouldn't work with any Monk Archetypes that can mix in a Grapple with their Flurry, since Flurry isn't using Greater Grapple Maintain.

You COULD possibly read Rapid Grapple as saying if you used Greater Grapple on a previous round (and that grapple is still successfully maintained, presumably), you are then free to use Rapid Grapple on subsequent rounds, which WOULD allow combo'ing with Grapple-Flurries or Full Attacks in general... It's not 100% clear by RAW, but it seems the Feat is presuming that you will use Rapid Grapple on the same round as Greater Grapple Maintain (you use it 'whenever', i.e. when you use Greater Grapple, i.e. on the same round). I would possibly consider allowing it if you used Greater Grapple on the previous round, but ONLY if the Grapple hasn't been broken by the time you use Rapid Grapple. I will FAQ this post for those questions.

Silver Crusade

Quandary wrote:

Yup... Or use your remaining actions for other things.

I'm not sure if Maxximilius' example above works, because Rapid Grapple kicks in after a MAINTAIN via Greater Grapple, not an INITIATION of Grapple, so if you moved up to somebody, then initiated a grapple, you couldn't use Rapid Grapple. So it seems more useful for after the Grapple has already been initiated on previous round, it lets you go all-out Grappling (either same target or new ones) and still have an extra action... To move away (from Tied target, for example) or Standard Action attack/cast/etc.

Whoops, indeed. But whatever, it's still 3 checks per round instead of 2, and increasing your action economy by 33% is just awesome.


Quandary wrote:
Unfortunately, you can't Moglun, because the Feat only triggers when you have already used a Move action with Greater Grapple Maintain... So no Full Round Actions.

Serves me right for not looking up the details before I said anything. Or reading the original question correctly for that matter.

Dark Archive

I though you maintained a grapple and did the grappling action with the same action!

When did they change this for the worse?!


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Doorhandle wrote:

I though you maintained a grapple and did the grappling action with the same action!

When did they change this for the worse?!

You do, normally as a Standard Action. Then Greater Grapple lets you do it as a move action, so you can take two grapple actions in a round. Add in Rapid Grapple, and it's three grapple actions in a round.

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