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A Merc's Life: Howl of the Carrion King [02]
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<blockquote data-quote="Maidhc O Casain" data-source="post: 5243478" data-attributes="member: 29558"><p>Go ahead and roll your attacks - it'll be your turn before the Asp strikes again.</p><p></p><p></p><p></p><p>Size Medium (the size of a small human). You can move to B3 which would give you the +2 flanking bonus to hit. To grab the snake you'd initiate a Grapple - roll TH using your CMB and the +2 TH. Since you don't have Improved Grapple you'll provoke an attack of opportunity. If you succeed you'll both have the 'Grappled' condition (see below). As the initiator you can release the grapple anytime you want. From there you can chose to attack with your sap or to <strong>Pin</strong> it (see below).</p><p></p><p>[sblock=Grappled/Pinned]<strong>Grappled:</strong> A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level, see page 206), or lose the spell. Grappled creatures cannot make attacks of opportunity.</p><p></p><p>A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.</p><p></p><p><strong>Pinned:</strong> A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is f latfooted. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creaturecan take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.[/sblock]</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5243478, member: 29558"] Go ahead and roll your attacks - it'll be your turn before the Asp strikes again. Size Medium (the size of a small human). You can move to B3 which would give you the +2 flanking bonus to hit. To grab the snake you'd initiate a Grapple - roll TH using your CMB and the +2 TH. Since you don't have Improved Grapple you'll provoke an attack of opportunity. If you succeed you'll both have the 'Grappled' condition (see below). As the initiator you can release the grapple anytime you want. From there you can chose to attack with your sap or to [B]Pin[/B] it (see below). [sblock=Grappled/Pinned][B]Grappled:[/B] A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level, see page 206), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. [B]Pinned:[/B] A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is f latfooted. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creaturecan take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.[/sblock] [/QUOTE]
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