Combat Actions
• Combat Checks are 1d20 + BAB + STR or DEX bonus (whichever is higher) + size mod
• All combat actions use either STR or DEX (whichever is higher) of the target as DC + BAB + size mod, and only provoke attacks if the check misses.
Bull Rush
Overrun
Sunder
Trip
DisarmGrapple:
Step 1 -
Grab opponent (melee touch attack as attack action), provoke attacks from opponents nearby that are not targeted. If successful then you and target are now grappling. The target is Entangled and may not move beyond the character's reach until freed on their own turn, but if the target has higher STR then their movement continues for the rest of the round. One of the character's limbs is considered used as long as grab is held and can not make non-grapple actions.
Step 2 - Make 1
Grapple Action (see "If You're Grappling" options under
http://dndsrd.net/specialAttacks.html#grapple) as a melee attack action, roll Combat Check as normal.
Step 3 -
Hold. You may either remain in place or move in to target's space. If held until the beginning of the next turn, skip the
Grab step and move directly to the
Grapple Action. If the target is out of reach or hold is broken, the grapple ends immediately and the limb used to grab is free to use again.
Escape From Grapple: Combat Check or Escape Artist check made opposed by STR or DEX + size modifier of grappling opponent.
Grab Group: A character may grapple multiple targets at least one size smaller by using the best STR or DEX score of the group as DC, +1 for each other member within reach included in the grapple.