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Kulan: Knightfall's Crisis in Bluffside Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 9038346" data-attributes="member: 2012"><p><a href="https://web.archive.org/web/20161031215223/http://archive.wizards.com/default.asp?x=dnd/rg/20050308a" target="_blank"><strong>Other Options when Grappling</strong></a></p><p>The grappling options presented in the Player's Handbook cover most things you'd want to do while grappling, but here are a few more (strictly optional) possibilities.</p><p></p><p><strong>Break Another's Hold:</strong> This works just like breaking another's pin, except that you use it against a foe that merely has a hold on another character. If you win the opposed check, you free the character you're helping.</p><p></p><p><strong>Throw Your Foe to the Ground:</strong> This works just like a trip attack except that you don't make an initial touch attack (because you're grasping your foe already) and you and your foe make opposed grapple checks to resolve the trip attack. If you win, you and your foe fall prone in the space you both share, but you're still grappling. At your option you can take a -4 penalty on the opposed check; if you win you break your foe's hold on you and you throw your foe to the ground in a space adjacent to the space you formerly shared. (You stay on your feet.) Your foe's movement does not provoke attacks of opportunity, nor does it count against her movement for the current turn (or her next turn).</p><p></p><p>If you lose the opposed check, your foe gets a chance to trip you by making an opposed grapple check, just as described above.</p><p></p><p><strong>Release Your Hold:</strong> Curiously, the Player's Handbook says nothing about voluntarily relinquishing your hold on a foe, so here's a rule to cover that. You can release your foe as a free action. You are still considered to be grappling, however, unless your foe also decides to release you at same time. If your foe does not want to release you, you can escape by winning an opposed grapple check that you make instead of a melee attack.</p><p></p><p>When you and your foe release each other, one of you must go to a space adjacent to the space the two of you once shared. The movement provokes attacks of opportunity from foes who threaten the space the character leaves, but the movement doesn't count against the character's speed for the current turn. If you made a successful opposed grapple check to end the grapple, you decide who moves. If you both decide to release each other, make an opposed grapple check and the winner decides who moves.</p><p></p><p><strong>Retrieve a Stored Item:</strong> You can use a full-round action to grab an item you're carrying. The stored item must be fairly accessible -- that is stored in a bandoleer, belt pouch, sleeve, pocket, or other location within easy reach.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9038346, member: 2012"] [URL='https://web.archive.org/web/20161031215223/http://archive.wizards.com/default.asp?x=dnd/rg/20050308a'][B]Other Options when Grappling[/B][/URL] The grappling options presented in the Player's Handbook cover most things you'd want to do while grappling, but here are a few more (strictly optional) possibilities. [B]Break Another's Hold:[/B] This works just like breaking another's pin, except that you use it against a foe that merely has a hold on another character. If you win the opposed check, you free the character you're helping. [B]Throw Your Foe to the Ground:[/B] This works just like a trip attack except that you don't make an initial touch attack (because you're grasping your foe already) and you and your foe make opposed grapple checks to resolve the trip attack. If you win, you and your foe fall prone in the space you both share, but you're still grappling. At your option you can take a -4 penalty on the opposed check; if you win you break your foe's hold on you and you throw your foe to the ground in a space adjacent to the space you formerly shared. (You stay on your feet.) Your foe's movement does not provoke attacks of opportunity, nor does it count against her movement for the current turn (or her next turn). If you lose the opposed check, your foe gets a chance to trip you by making an opposed grapple check, just as described above. [B]Release Your Hold:[/B] Curiously, the Player's Handbook says nothing about voluntarily relinquishing your hold on a foe, so here's a rule to cover that. You can release your foe as a free action. You are still considered to be grappling, however, unless your foe also decides to release you at same time. If your foe does not want to release you, you can escape by winning an opposed grapple check that you make instead of a melee attack. When you and your foe release each other, one of you must go to a space adjacent to the space the two of you once shared. The movement provokes attacks of opportunity from foes who threaten the space the character leaves, but the movement doesn't count against the character's speed for the current turn. If you made a successful opposed grapple check to end the grapple, you decide who moves. If you both decide to release each other, make an opposed grapple check and the winner decides who moves. [B]Retrieve a Stored Item:[/B] You can use a full-round action to grab an item you're carrying. The stored item must be fairly accessible -- that is stored in a bandoleer, belt pouch, sleeve, pocket, or other location within easy reach. [/QUOTE]
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Kulan: Knightfall's Crisis in Bluffside Game [OOC]
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