# Attack of Opportunity # Melee touch attack # Opposed grapple check: BAB + Str mod. + Special Size mod. Special Size mod.: +4 for each size category (medium=+0) Cannot grapple opponent two categories larger. If lost, then grapple start fails # maintaining grapple: must move into target's space. (free action) moving provokes AoO from nearby opponent (not from targets) if unable to move into target, grappling fails # Grappling> you threaten no squares you lose dex bonus you may not move (unless opposed grapple check) * while grappling, you may: ** activate magic item in place of attack ** attack opponent: unarmed strike, natural or light weapon. -4 attack penalty, may not attack with 2 wpns. ** cast a spell: <= 1standard action, no somatic components, spell components must be in hand, must make Concentration DC 20 + spell level ** damage opponent> make opposed grapple checks and deal nonlethal dmg 1d3 for medium, May take -4 penalty on grapple to deal lethal dmg. (monks automatically deal lethal dmg w/o -4 penalty) ** draw lite weapon as move action, must make grapple check ** escape from grapple: *** must win opposed grapple check instead of attack *** or may make Escape Artist as std. action *** must beat all grapple checks when grappled by multiple opponents *** successful escape moves you to adjacent square ** move 1/2speed on successful grapple check +4 bonus on grapple check to move a pinned opponent when only 2 creatures in grapple ** retrieve spell component on successful grapple check fullround action ** pin opponent (hold immobile for 1 rd.) on successfule graple check instead of attack ***pinned opponents: ****damage opponent w/opposed grapple check ****move the grapple ****use his weapon ****prevent from speaking ****disarm/grab secured object: he gets +4 bonus on disarm resist ****release pin and grapple as free action ****CANNOT draw/use weapon ****CANNOT escape another's grapple ****CANNOT retrieve spell component ****CANNOT pin another character ****CANNOT break another's pin ***being pinned **** you are immobile, but not helpless **** -4 to AC against other oppoents **** may escape pin (but not grapple) by opposed grapple instead attack **** or make Escape artist as std. action ** break another's pin: if grappling an opponent who has 3rd character pinned, may break the hold on 3rd character on successfule grapple check. 3d character is grappled but not pinned. ** use opponent's weapon: if opponent holds light weapon, make opposed grapple check instead of attack. Then make attack roll with his wpn with -4 penalty (attack is free action) you don't gain the weapon *** multiple creatures in grapple ** target doesn't take AoO ** attack is autosuccessful ** must make opposed grapple check to start grapple ** <4 combatants on 1 (1size or smaller=1/2, 1size or larger=2x; two or more = 4x) ** to escape must beat check results of each opponent ------------------- TRIP # may trip opponent 1cat smaller/larger # make unarmed melee touch attack # get AoO for unarmed attack (unless Improved Trip) # when success, make Str check opposed by Str/Dex check +4 bonus for each cat. above medium, -4 below +4 bonus when 2+ legs or more stable (e.g. dwarf) # when failed, opponent may trip you # tripped character is prone # dismounting rider: rider may take Ride check instead Str/Dex # with some weapons you make melee touch instead unarmed melee touch and don't take AoO May drop that wpn to avoid being tripped in your own trip attemp.