List Pages
Grappling
The 4 steps of Grappling
1) Attempt to Grasp
When trying Grasp someone, you provoke an AoO if they are not surprised. The AoO is at -4 if they are flanked, and +2 if they are wielding a non-small weapon. If the AoO is successful, the attempt to Grasp fails. If the AoO fails, the attacker must roll a Touch attack (-4/+4 for each size difference). Normal bonuses from charging and flanking apply as normal. Success places all combatants “In the Grasp” state until broken and places all combatants in the same space.
2) In the Grasp
If successful all who are grappling suffer -2 to attacks, -2 to Reflex saves, -2 to all skill checks and a -2 to AC situational modifier. Those who have the Improved Grappling Feat do not suffer these affects.
3) Grappling
Grappling can only be done once you have an opponent In the Grasp. On the opponent’s turn they may choose to break the In the Grasp state or they may attempt to grapple back and apply a special move to you. Breaking counts as a full-attack if they are the same size or smaller than their attacker, otherwise it is a partial move action. Applying a special move is always a full-attack. Opposing Strength checks determines whether they successfully break grasp, or apply the grapple move.
4) Special Moves
On the attackers next turn, if the opponent has not broken the In the Grasp state, the attacker may use a full-attack to Grapple and attempt to apply a special grappling move (opposing STR check, +/-4 per size diff), or release the opponent (automatic if opponent is willing, otherwise opp. STR check, +/-4 per size diff). You may not grapple something more than one size difference different from you, smaller or larger.If a grapple is successfully reversed on a strength check an opponent may attempt to apply a special move in the same round.
Special Moves include: Damage, Pin Opponent or Disarm and if you have the Improved Grapple feat you can try to do a Sleeper Move. If the Sleeper move is successful the opponent can make a save versus fortitude to prevent passing out at the start of the next round. If save is not made then at the beginning of the next combat round the opponent has passed out. If the save is made then the attacker must make a strength check next round at a +2 bonus to hold the Sleeper Move. If the hold is successful then the opponent automatically passes out for 2d4 minutes.
