D20r:Grapple

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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 modifier plus their size modifier (as shown below):

Size Bonus to GD
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large +1
Huge +2
Gargantuan +4
Colossal +8

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. 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.

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.

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. 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.

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:

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%

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:

Size of creature you were aboard Falling damage
Large or smaller No damage
Huge 2d6
Gargantuan 4d6
Colossal 6d6

Action

Climbing aboard is a standard action. 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 standard 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.

Special

A creature gains a +1 synergy bonus for each arm or tentacle in excess of 2 it has.

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