Grapplingrules

Grab
You seize a creature bodily and keep it from moving.
The creature you grab can attempt to escape on its
turn (see “Escape”).

GRAB: STANDARD ACTION
✦ Target: You can attempt to grab a creature that is
smaller than you, the same size category as you, or
one category larger than you. The creature must be
within your melee reach (don’t count extra reach
from a weapon).
✦ Strength Attack: Make a Strength attack vs. Reflex.
Do not add any weapon modifiers. You must have at
least one hand free to make a grab attempt.
Hit: The enemy is immobilized until it escapes
or you end the grab. Your enemy can attempt to
escape on its turn.
✦ Sustaining a Grab: You sustain a grab as a minor
action. You can end a grab as a free action.
✦ Effects that End a Grab: If you are affected by a
condition that prevents you from taking opportunity
actions (such as dazed, stunned, surprised, or unconscious),
you immediately let go of a grabbed enemy.
If you move away from the creature you’re grabbing,
you let go and the grab ends. If a pull, a push, or a
slide moves you or the creature you’re grabbing out
of your reach, the grab ends.

To move a grabbed target, you must succeed on a
Strength attack. However, helpless allies are treated as
objects; you just pick them up and move them.

MOVE A GRABBED TARGET: STANDARD ACTION
✦ Strength Attack: Make a Strength attack vs. Fortitude.
Do not add any weapon modifiers.
Hit: Move up to half your speed and pull the
grabbed target with you.
✦ Opportunity Attacks: If you pull the target, you
and the target do not provoke opportunity attacks
from each other, and the target doesn’t provoke
opportunity attacks from adjacent enemies. However,
if you leave a square adjacent to an enemy, that
enemy can make an opportunity attack against you.

Escape
You attempt to escape from an enemy who has
grabbed you (see “Grab”). Other immobilizing effects
might let you make escape attempts.
ESCAPE: MOVE ACTION
✦ Acrobatics or Athletics: Make an Acrobatics check
vs. Reflex or an Athletics check vs. Fortitude against
the creature or effect that immobilized you.
✦ Check: Resolve your check.
Success: You end the grab and can shift as part of
this move action.
Failure: You’re still grabbed.

Jumping Rules

High Jump: Part of a move action.
✦ Distance Jumped Vertically: Make an Athletics
check and divide your check result by 10 (round
down). This is the number of feet you can leap up.
The result determines the height that your feet clear
with a jump. To determine if you can reach something
while leaping, add your character’s height plus
one-third rounded down (a 6-foot-tall character
would add 8 feet to the final distance, and a 4-foottall
character would add 5 feet).
✦ Running Start: If you move at least 2 squares
before making the jump, divide your check result by
5, not 10.
✦ Uses Movement: Count the number of squares you
jump as part of your move. If you run out of movement,
you fall. You can end your first move in midair
if you double move (page 284).

Long Jump: Part of a move action.
✦ Distance Jumped Horizontally: Make an Athletics
check and divide your check result by 10 (don’t
round the result). This is the number of squares you
can leap across. You land in the square determined
by your result. If you end up over a pit or a chasm,
you fall and lose the rest of your move action.
✦ Distance Cleared Vertically: The vertical distance you
clear is equal to one-quarter of the distance you jumped
horizontally. If you could not clear the vertical distance
of an obstacle along the way, you hit the obstacle, fall
prone, and lose the rest of your move action.
✦ Running Start: If you move at least 2 squares
before making the jump, divide your check result by
5, not 10.
✦ Uses Movement: Count the number of squares you
jump as part of your move. If you run out of movement,
you fall. You can end your first move in midair
if you double move (page 284).

Grapplingrules

Dark Sun lvl80irl