A Merc's Life: Howl of the Carrion King [02]

for Mike L. from the D20 srd:

[sblock= grapple info]

Grapple


As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up:
Just So You Know...
A creature that is tied up is "bound" which means it has the Helpless condition. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check. [/sblock]
 

log in or register to remove this ad

Harnrey is pensive as he starts pacing near,but not in the strange fumes.

"Please friends, you have to beleve me. All of you must exit back here!"
 

[sblock=OOC for Those In the Mists]From this point forward you'll need to make a Will Save (DC 15) at the beginning of each round. Make your save, and you get to act as you intend. Fail and your action will be randomly determined for that round.[/sblock]

[sblock=Actions/Rolls (Tsadok's Surprise Round)]Will Save (1d20+4=23)
Attack Roll (Grapple) (1d20+5=18)[/sblock]

Tsadok lunges forward across the circle and claps a hand around Haidar's mouth, legs around his waist. The Falcon Emir makes a move for his dagger, but the young Rogue is quicker and bats the man's hand away. "Enough! You'll not get a chance to curse us!"

OOC: Initiative for all, please, and Will Saves for Keeland, Tsadok and Aodhán.
 








Remove ads

Top