Fax Celestis
2009-08-13, 12:10 AM
Grapple (Str; Armor Check Penalty)
The Grapple skill can be used to hang on to something (or someone), or to attempt to wrestle an opponent. You must have at least one hand free to utilize this skill.
Grappling
You can use the Grapple skill to attempt to wrestle with a creature.
Use
Each creature has a Grapple Defense (or GD), equal to 10 plus their Strength or Dexterity modifier (whichever is higher). Add to this any Dodge bonuses the defender has, and add a size modifier based on the difference in size between the attacker and defender (as shown below):
{table=head]Difference in Size | Bonus to GD
Same size | +0
One size apart | +1
Two sizes apart | +2
Three sizes apart | +3
Four sizes apart | +4
Five sizes apart | +5
Six sizes apart | +6
Seven sizes apart | +7
Eight sizes apart | +8[/table]
To grapple a creature, you must be within melee range. To initiate a grapple, roll a Grapple check against their GD as a standard action. If you succeed, you are considered holding the creature.
When you secure a hold on an opponent, you may immediately make an opposed Grapple check to begin grappling them. Your opponent may substitute an Acrobatics check if they prefer. If successful, you grapple your opponent. Grappled creatures can undertake only a limited number of actions. They do not threaten any squares, and lose Dexterity bonus to AC. Should you fail, you may try again as a standard action while you maintain your hold. You may not grapple creatures more than two size categories larger than yourself.
To pin an opponent, you must first be grappling your opponent. Once you do, you may make a Grapple check against their GD as a standard action. Your opponent may substitute an Acrobatics or Grapple check if they prefer. If successful, you pin your opponent and next round may attempt to deal damage.
To damage a creature in a grapple, you must first be grappling your opponent--being grappled by an opponent qualifies. Once you do, you may make a Grapple check against their GD as a standard action. Your opponent may substitute an Acrobatics or Grapple check if they prefer. If successful, you deal your unarmed damage. If you have a light weapon in your hands before entering the grapple, you may opt to use that weapon instead. If you can cast spells and have the necessary components in your hand, you may opt to cast a spell instead, but you will have to make a Concentration check to cast your spell (see the Concentration skill) if it has somatic components.
To move your opponent, you must first be grappling your opponent. Once you do, you may make a Grapple check against their GD as a standard action. Your opponent may substitute an Acrobatics or Grapple check if they prefer. If successful, you may move your opponent 5' for each 5 points you exceed their check by. You move with your opponent when you move in this fashion.
To break a grapple, make an Acrobatics or Grapple check against your opponent's last Grapple check result as a standard action. If you exceed their score, you may break the grapple.
You automatically fail a grapple attempt to pin a creature more than two size categories larger than you.
You automatically succeed a grapple attempt to damage or move a creature two or more size categories smaller than you.
Action
Most uses of Grapple to wrestle with an opponent are standard actions. Most uses of Grapple to hold on to an object or creature (or to maintain your grip) are move or swift actions. See each individual use for details.
Try Again
You may try to grapple an opponent each time you have a standard action available.
Hanging On
You can use the Grapple skill to attempt to hold on to an object or a large creature.
Use
One you have established a hold (see "Grappling" above), you may attempt to climb aboard a creature two or more size categories larger than you are as a swift action. To do so, make a Grapple check versus a DC equal to your opponent's Grapple Defense + 10. If you succeed, you climb aboard. Move into your opponent's square. You do not provoke attacks of opportunity for this movement. While you are aboard a creature, you move with them to remain in their square.
To maintain your grip on a creature, you must make a Grapple check against a DC equal to your opponent's Grapple Defense + 5. If you fail, you fall off, as described below.
As long as you remain aboard the creature, you move with them and remain in their square. You do not provoke attacks of opportunity for moving in this fashion. A creature you are aboard is flat-footed against your attacks and takes a -4 penalty to attack rolls against you. If you attack the creature you are aboard, your critical threat range increases by 1.
You are flat-footed against attacks made by creatures other than the one you are aboard.
If someone attacks you or the creature you are aboard, there is a chance that they will strike the wrong target. Use the following table to determine the chance of an attacker hitting the wrong target:
{table=head]Size Difference | Chance of hitting wrong target
Target is five or more categories smaller | 95%
Target is four categories smaller | 75%
Target is three categories smaller | 60%
Target is within two size categories | 50%
Target is three categories larger | 25%
Target is four categories larger | 10%
Target is five or more categories larger | 5%[/table]
A creature you are aboard can try to shake you off as a standard action. You must make a Grapple check (DC 10 + their Strength modifier + their BAB + their Size bonus) or be thrown off. If the creature charges or changes modes of movement (for example, from a land speed to a fly speed, or a fly speed to a swim speed), you must also make a Grapple check (DC 15 + their Strength modifier + their Size modifier) or be thrown off.
If you are thrown off, you move 5' (to outside of the creature's space), plus an additional 5' for each 5 points you failed the Grapple check by. The creature you were aboard determines what direction you move in. You also take falling damage according to the following table and are prone:
{table=head]Size of creature you were aboard | Falling damage
Large or smaller | No damage
Huge | 2d6
Gargantuan | 4d6
Colossal | 6d6[/table]
Action
Climbing aboard is a swift action after establishing a hold. Maintaining your grip is a move action. Attempting to hang on when a creature is trying to shake you off takes no action.
Try Again
You can attempt as many Grapple checks to climb aboard or initiate a grapple as you have appropriate actions. However, once you fail to hang on or to maintain your grapple on a creature, you must restart the grapple process again in order to use the more in-depth actions.
Grappling an Object
You may use the Grapple skill to attempt to hold on to an object larger than yourself.
Use
Hanging on to an object is much like hanging on to a creature. Establishing a hold on an immobile object requires no action, but does require that the object is capable of being held on to--a wall of force, while substantial and immobile, does not have any surface to cling to and as such cannot be grasped.
Establishing a hold on a mobile object (or a object that is mobile relative to the character, such as a stationary wall next to a falling character) requires a Grapple check against the object's GD. Objects have a base GD of 10, plus 2 for each 10' of relative speed the object is moving. Free-falling objects fall 150' on the first round, and 300' each round thereafter, which means a free-falling character must hit a GD of 40 to catch himself free-falling in the first round and a GD of 70 to catch himself beyond that. A creature who catches himself in this fashion still takes falling damage according to the damage fallen, but only falls half the distance he would have fallen in this round.
Maintaining your grip on an object without support (such as hanging on to a cliff face without pitons or climbing gear) requires a Grapple check versus DC 10 plus the number of previous rounds you have been holding on.
Objects that are particularly easy to grasp (such as a many-limbed tree) can provide a +2 to +5 circumstance bonus on the initial check made to establish a hold, as per the DM's discretion.
Action
Attempting to grasp an object to hang on is a move action.
Special
A creature gains a +1 synergy bonus on Grapple checks for each arm or tentacle in excess of 2 it has.
The Grapple skill can be used to hang on to something (or someone), or to attempt to wrestle an opponent. You must have at least one hand free to utilize this skill.
Grappling
You can use the Grapple skill to attempt to wrestle with a creature.
Use
Each creature has a Grapple Defense (or GD), equal to 10 plus their Strength or Dexterity modifier (whichever is higher). Add to this any Dodge bonuses the defender has, and add a size modifier based on the difference in size between the attacker and defender (as shown below):
{table=head]Difference in Size | Bonus to GD
Same size | +0
One size apart | +1
Two sizes apart | +2
Three sizes apart | +3
Four sizes apart | +4
Five sizes apart | +5
Six sizes apart | +6
Seven sizes apart | +7
Eight sizes apart | +8[/table]
To grapple a creature, you must be within melee range. To initiate a grapple, roll a Grapple check against their GD as a standard action. If you succeed, you are considered holding the creature.
When you secure a hold on an opponent, you may immediately make an opposed Grapple check to begin grappling them. Your opponent may substitute an Acrobatics check if they prefer. If successful, you grapple your opponent. Grappled creatures can undertake only a limited number of actions. They do not threaten any squares, and lose Dexterity bonus to AC. Should you fail, you may try again as a standard action while you maintain your hold. You may not grapple creatures more than two size categories larger than yourself.
To pin an opponent, you must first be grappling your opponent. Once you do, you may make a Grapple check against their GD as a standard action. Your opponent may substitute an Acrobatics or Grapple check if they prefer. If successful, you pin your opponent and next round may attempt to deal damage.
To damage a creature in a grapple, you must first be grappling your opponent--being grappled by an opponent qualifies. Once you do, you may make a Grapple check against their GD as a standard action. Your opponent may substitute an Acrobatics or Grapple check if they prefer. If successful, you deal your unarmed damage. If you have a light weapon in your hands before entering the grapple, you may opt to use that weapon instead. If you can cast spells and have the necessary components in your hand, you may opt to cast a spell instead, but you will have to make a Concentration check to cast your spell (see the Concentration skill) if it has somatic components.
To move your opponent, you must first be grappling your opponent. Once you do, you may make a Grapple check against their GD as a standard action. Your opponent may substitute an Acrobatics or Grapple check if they prefer. If successful, you may move your opponent 5' for each 5 points you exceed their check by. You move with your opponent when you move in this fashion.
To break a grapple, make an Acrobatics or Grapple check against your opponent's last Grapple check result as a standard action. If you exceed their score, you may break the grapple.
You automatically fail a grapple attempt to pin a creature more than two size categories larger than you.
You automatically succeed a grapple attempt to damage or move a creature two or more size categories smaller than you.
Action
Most uses of Grapple to wrestle with an opponent are standard actions. Most uses of Grapple to hold on to an object or creature (or to maintain your grip) are move or swift actions. See each individual use for details.
Try Again
You may try to grapple an opponent each time you have a standard action available.
Hanging On
You can use the Grapple skill to attempt to hold on to an object or a large creature.
Use
One you have established a hold (see "Grappling" above), you may attempt to climb aboard a creature two or more size categories larger than you are as a swift action. To do so, make a Grapple check versus a DC equal to your opponent's Grapple Defense + 10. If you succeed, you climb aboard. Move into your opponent's square. You do not provoke attacks of opportunity for this movement. While you are aboard a creature, you move with them to remain in their square.
To maintain your grip on a creature, you must make a Grapple check against a DC equal to your opponent's Grapple Defense + 5. If you fail, you fall off, as described below.
As long as you remain aboard the creature, you move with them and remain in their square. You do not provoke attacks of opportunity for moving in this fashion. A creature you are aboard is flat-footed against your attacks and takes a -4 penalty to attack rolls against you. If you attack the creature you are aboard, your critical threat range increases by 1.
You are flat-footed against attacks made by creatures other than the one you are aboard.
If someone attacks you or the creature you are aboard, there is a chance that they will strike the wrong target. Use the following table to determine the chance of an attacker hitting the wrong target:
{table=head]Size Difference | Chance of hitting wrong target
Target is five or more categories smaller | 95%
Target is four categories smaller | 75%
Target is three categories smaller | 60%
Target is within two size categories | 50%
Target is three categories larger | 25%
Target is four categories larger | 10%
Target is five or more categories larger | 5%[/table]
A creature you are aboard can try to shake you off as a standard action. You must make a Grapple check (DC 10 + their Strength modifier + their BAB + their Size bonus) or be thrown off. If the creature charges or changes modes of movement (for example, from a land speed to a fly speed, or a fly speed to a swim speed), you must also make a Grapple check (DC 15 + their Strength modifier + their Size modifier) or be thrown off.
If you are thrown off, you move 5' (to outside of the creature's space), plus an additional 5' for each 5 points you failed the Grapple check by. The creature you were aboard determines what direction you move in. You also take falling damage according to the following table and are prone:
{table=head]Size of creature you were aboard | Falling damage
Large or smaller | No damage
Huge | 2d6
Gargantuan | 4d6
Colossal | 6d6[/table]
Action
Climbing aboard is a swift action after establishing a hold. Maintaining your grip is a move action. Attempting to hang on when a creature is trying to shake you off takes no action.
Try Again
You can attempt as many Grapple checks to climb aboard or initiate a grapple as you have appropriate actions. However, once you fail to hang on or to maintain your grapple on a creature, you must restart the grapple process again in order to use the more in-depth actions.
Grappling an Object
You may use the Grapple skill to attempt to hold on to an object larger than yourself.
Use
Hanging on to an object is much like hanging on to a creature. Establishing a hold on an immobile object requires no action, but does require that the object is capable of being held on to--a wall of force, while substantial and immobile, does not have any surface to cling to and as such cannot be grasped.
Establishing a hold on a mobile object (or a object that is mobile relative to the character, such as a stationary wall next to a falling character) requires a Grapple check against the object's GD. Objects have a base GD of 10, plus 2 for each 10' of relative speed the object is moving. Free-falling objects fall 150' on the first round, and 300' each round thereafter, which means a free-falling character must hit a GD of 40 to catch himself free-falling in the first round and a GD of 70 to catch himself beyond that. A creature who catches himself in this fashion still takes falling damage according to the damage fallen, but only falls half the distance he would have fallen in this round.
Maintaining your grip on an object without support (such as hanging on to a cliff face without pitons or climbing gear) requires a Grapple check versus DC 10 plus the number of previous rounds you have been holding on.
Objects that are particularly easy to grasp (such as a many-limbed tree) can provide a +2 to +5 circumstance bonus on the initial check made to establish a hold, as per the DM's discretion.
Action
Attempting to grasp an object to hang on is a move action.
Special
A creature gains a +1 synergy bonus on Grapple checks for each arm or tentacle in excess of 2 it has.