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ACTIONS
Grapple (Standard)
(Grapple is a special maneuver)
As a standard action, you can attempt to grapple a foe, hindering their combat options. Attempting to grapple a foe without two free hands imposes a -4 penalty on the roll.
Make a combat maneuver check. If successful, you have grappled your opponent, and both you and your opponent gain the grappled condition. You must continue to make a check, as a standard action, each round 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 next round.
Once you are successfully grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions.
- Move: You can move both you and your target up to half your speed. At the end of your movement, you can place your target anywhere beside you.
- Damage: You can inflict damage to your target equal to your unarmed damage. This damage can be either lethal or nonlethal.
- Pin: You can give your opponent the pinned condition. Despite pinning your opponent, you still only have the grappled condition.
- Throw: You can pick up and throw your opponent like an inanimate object. The throw occurs as a move action as part of the grapple (making grabbing, grappling and throwing an opponent a full-round action). The distance you can throw an opponent is based on weight like any other object, and a throw automatically ends the grapple.
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver roll or Escape Artist check (Difficulty 15 + opponent's maneuver bonus). If you succeed, you break the grapple and can act normally.
If you have your target pinned or otherwise restrained, or unconscious, you can use rope to tie them up. This works like a pin effect, using your CMB + 5 to determine the Difficulty to escape the bonds. 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 them up in ropes, but doing so requires a combat maneuver check at a -10 penalty.

