Clinch Manuever
CLINCH
Clinching is special manuever which brings you inside the guard of larger creature or opponent using a larger weapon. From there, you try to shelter from your opponent’s attacks using your opponent’s greater reach against them and even treating your foes own body as cover. You can also attempt to attack your foe at such close range that they are unable to defend themselves.
In order to clinch, the opponent must be either of a larger size class than you, or wielding at least one weapon which is a larger size class than at least one of your weapons. You can't clinch against an opponent more than one size class smaller than you under any circumstances. You can’t clinch a creature with no meaningful anatomy – such as an ooze or swarm. To clinch, you must draw an Attack of Oppurtunity and then make a successful opposed clinch check.
Clinch Checks
Repeatedly in a clinch, you need to make opposed clinch maneuver checks against an opponent. Your bonus on a clinch manuever check is: Base attack bonus + Dexterity modifier + special size modifier
Special Size Modifier: The special size modifier for a clinch check is as follows: Colossal -16, Gargantuan -12, Huge -8, Large -4, Medium +0, Small +4, Tiny +8, Diminutive +12, Fine +16. Use this number in place of the normal size modifier you use when making an attack roll. This size modifier is opposite that of the grappling modifier.
Clinch Checks and Skill Usage: If you are trained in balance, you can substitute your balance check for your BAB in a clinch check. If you are at least two size classes smaller than your foe and you are trained in climb or have a racial climb speed, you can use your climb check instead. Other skills may be used at the DM's discrestion if the circumstances warrant it, such as swim when fighting in water or ride when clinching a creature which can normally be mounted.
Effects of a Clinch: When you clinch, your opponent can move, but they must succeed in an opposed clinch maneuver check to avoid bringing you along with them (breaking the clinch). Further more, you gain a +2 dodge bonus to your AC with respect to their attacks and a +2 circumstance bonus to hit. If you are smaller than your opponent, you get an additional +2 dodge bonus per difference in size classes. Note that unlike grappling, clinching an opponent in and of itself imposes no condition on them. They can still act normally. Likewise, while clinched with your opponent you can attack normally.
The downside of a clinch is you give up your attack of opportunity if your opponent attempts to grapple you, which in many cases they will very likely want to do if they can. Once you are grappled, the clinch is broken.
On later turns, provided your opponent has not found a way to break the clinch, as a move equivalent action you may make an opposed clinch check and if successful, your opponent is considered flatfooted with respect to your attacks that round. Conceptually, you get so close to a vital region that your opponent is unable to defend it.
Breaking the Clinch: If you initiated the Clinch, you may break the clinch…
Voluntarily: At any time during your turn or at any time when the target of your clinch moves, you may break a clinch you initiated.
Moving Away: If you move so that you are no longer adjacent to the target of your clinch, the clinch is automatically broken.
If you are the target of a Clinch, you may break the clinch…
By Moving Away: If you move away from a creature that is clinching you, it has the option of voluntararily releasing the clinch or moving with you. If it wishes to continue the clinch by moving with you, it must win an opposed clinch check. If you have a faster speed than clinching creature, you gain a +4 bonus when attempting to break a clinch in this manner. If you are also using a movement mode that the clinching creature does not naturally have, you gain an additional +4 bonus (for a total of +8).
By Deliberate Effort: At the beginning of your turn, you can attempt to break the clinch of any one opponent currently clinching you. This does not require an action. If you beat the opponent in an opposed clinch check, you have broken the clinch.
By Grappling: If you succeed in a grappling attack versus a creature that has clinched you, you break the clinch.
By Trashing: As a full round action, you flail wildly in an attempt to dislodge your attackers. Each clinching opponent must make a DC 15 Reflex save. If they fail, they take damage as from one of your unarmed attacks, and the clinch is broken. Creatures with a natural trample or crush attack form may subsitute the damage of their trample or crush attack for their unarmed attack.
Breaking the Clinch and the Environment: If you have clinched an airborne flying creature, when the clinch is broken you must either fly or you are falling. If you have clinched a creature that is swimming, when the clinch is broken you must either swim or sink.
Clinch and Two-Weapon Fighting: When a character is armed with two weapons of different sizes, it presents additional complexities. You may still clinch if the foe is wielding at least one weapon which is a larger size class than at least one of your weapons, but clinching in this case is not completely effective. If you successfully clinch, you may not attack with a weapon which is larger than the largest weapon your opponent is wielding. The bonus to attack you receive from clinching only applies to weapons you have that are smaller than the smallest weapon your opponent is wielding. Finally, the bonus to AC you receive from clinching only applies to attacks by the opponent from weapons larger than the smallest weapon you are wielding. Your opponent may still attack without penalty with any weapon of the same size or smaller than your smallest weapon.
Mutually Clinched: It is possible for two creatures using a two-weapon fighting stance to clinch each other. When this occurs, neither may voluntarily break the clinch unless both voluntarily break the clinch.
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