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Grappling with Six Saving Throws
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<blockquote data-quote="Lorehead" data-source="post: 2838241" data-attributes="member: 40086"><p><strong>Overpower DC</strong></p><p>Your overbear DC equals: 10 + base attack bonus + Strength modifier + size bonus on Strength saving throws. For instance, a Medium 2nd-level fighter with Str 16 would have a overpower DC of 15 (10 + 2 BAB + 3 Str + 0 size).</p><p></p><p><strong>Starting a Grapple</strong></p><p>To start a grapple, you attack with an unarmed strike. If you succeed on your attack roll and the target fails a Strength saving throw, opposed by your overbear DC, you are grappling. You pull your target into your space. You cannot start a grapple against a character more than one size category larger than you.</p><p></p><p><strong>Grappling</strong></p><p>At the start of each turn, a character who is grappling can attempt either a Strength saving throw or an Escape Artist check, opposed by the other grappler’s overbear DC, as a free action to escape. The opponent can choose not to keep grappling, in which case the attempt automatically succeeds. If the saving throw fails, both characters are still grappling.</p><p></p><p>Grappling characters suffer certain restrictions on the following actions:</p><ul> <li data-xf-list-type="ul">Leaving their space</li> <li data-xf-list-type="ul">Attacking</li> <li data-xf-list-type="ul">Casting a spell</li> </ul><p></p><p>Grappling characters can:</p><ul> <li data-xf-list-type="ul">Pin their opponent as a full-round action. The defender can attempt a Strength saving throw against the attacker’s overbear DC to avoid being pinned. All attempts to pin creatures more than one size category larger than the attacker automatically fail.</li> <li data-xf-list-type="ul">Make a melee attack with a light weapon. This includes any natural weapon, such as an unarmed strike. They may use the attack action or the full attack action with allowed weapons.</li> <li data-xf-list-type="ul">Retrieve a material component as a move-equivalent action</li> <li data-xf-list-type="ul">Cast a spell. The spell cannot have a somatic component, the caster must have all material components in hand, and the caster must succeed at a Concentration check (DC 20 + spell level) or lose the spell.</li> <li data-xf-list-type="ul">Move up to their speed as a full-round action, dragging their opponent with them. The defender may attempt a Strength saving throw against the aggressor’s overbear DC to prevent this.</li> <li data-xf-list-type="ul">Take a -20 penalty on their overbear DCs to hold their opponent with a single limb. This is a free action which they can only perform when attempting to start a grapple, or at the end of their turn. Their limb is not free, and their opponent can still prevent them from moving with a Strength saving throw. Other than that, they take no penalties for grappling and can act normally.</li> <li data-xf-list-type="ul">Grapple normally, without the -20 penalty on their overbear DCs. This is a free action which they can only perform at the start of their tuen.</li> <li data-xf-list-type="ul">Take any other plausible action</li> </ul><p></p><p><strong>Pinned Characters</strong></p><p>Pinned characters cannot move effectively. At the option of whoever pins them, they cannot speak either. They are not helpless. Each round, a pinned character can attempt a Strength saving throw or an Escape Artist check to become grappled instead of pinned. A pinned character who fails to escape can take only mental actions, such as using a spell-like ability or casting a spell without verbal and somatic components.</p><p></p><p><strong>Special Attacks</strong></p><p>Monsters with the improved grab ability can start a grapple using a particular natural weapon, not just with an unarmed strike.</p><p></p><p>Monsters with the constrict ability add their constriction damage to all successful attacks they make with one of their natural weapons in a grapple. It does not matter how the grapple started. If they also have the improved grab ability, they add their constriction damage to the natural weapon that they use for improved grab. Otherwise, they add their constriction damage to their primary natural weapon. If they have no primary natural weapon, they add their constriction damage to their unarmed strikes.</p><p></p><p>Monsters with the rake ability can make extra attacks in a grapple.</p></blockquote><p></p>
[QUOTE="Lorehead, post: 2838241, member: 40086"] [b]Overpower DC[/b] Your overbear DC equals: 10 + base attack bonus + Strength modifier + size bonus on Strength saving throws. For instance, a Medium 2nd-level fighter with Str 16 would have a overpower DC of 15 (10 + 2 BAB + 3 Str + 0 size). [b]Starting a Grapple[/b] To start a grapple, you attack with an unarmed strike. If you succeed on your attack roll and the target fails a Strength saving throw, opposed by your overbear DC, you are grappling. You pull your target into your space. You cannot start a grapple against a character more than one size category larger than you. [b]Grappling[/b] At the start of each turn, a character who is grappling can attempt either a Strength saving throw or an Escape Artist check, opposed by the other grappler’s overbear DC, as a free action to escape. The opponent can choose not to keep grappling, in which case the attempt automatically succeeds. If the saving throw fails, both characters are still grappling. Grappling characters suffer certain restrictions on the following actions: [list][*]Leaving their space [*]Attacking [*]Casting a spell[/list] Grappling characters can: [list] [*]Pin their opponent as a full-round action. The defender can attempt a Strength saving throw against the attacker’s overbear DC to avoid being pinned. All attempts to pin creatures more than one size category larger than the attacker automatically fail. [*]Make a melee attack with a light weapon. This includes any natural weapon, such as an unarmed strike. They may use the attack action or the full attack action with allowed weapons. [*]Retrieve a material component as a move-equivalent action [*]Cast a spell. The spell cannot have a somatic component, the caster must have all material components in hand, and the caster must succeed at a Concentration check (DC 20 + spell level) or lose the spell. [*]Move up to their speed as a full-round action, dragging their opponent with them. The defender may attempt a Strength saving throw against the aggressor’s overbear DC to prevent this. [*]Take a -20 penalty on their overbear DCs to hold their opponent with a single limb. This is a free action which they can only perform when attempting to start a grapple, or at the end of their turn. Their limb is not free, and their opponent can still prevent them from moving with a Strength saving throw. Other than that, they take no penalties for grappling and can act normally. [*]Grapple normally, without the -20 penalty on their overbear DCs. This is a free action which they can only perform at the start of their tuen. [*]Take any other plausible action[/list] [b]Pinned Characters[/b] Pinned characters cannot move effectively. At the option of whoever pins them, they cannot speak either. They are not helpless. Each round, a pinned character can attempt a Strength saving throw or an Escape Artist check to become grappled instead of pinned. A pinned character who fails to escape can take only mental actions, such as using a spell-like ability or casting a spell without verbal and somatic components. [b]Special Attacks[/b] Monsters with the improved grab ability can start a grapple using a particular natural weapon, not just with an unarmed strike. Monsters with the constrict ability add their constriction damage to all successful attacks they make with one of their natural weapons in a grapple. It does not matter how the grapple started. If they also have the improved grab ability, they add their constriction damage to the natural weapon that they use for improved grab. Otherwise, they add their constriction damage to their primary natural weapon. If they have no primary natural weapon, they add their constriction damage to their unarmed strikes. Monsters with the rake ability can make extra attacks in a grapple. [/QUOTE]
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