Grapple
AP Cost: 4
To initiate a grapple, a character must first Grab his target (which Presents an Opening). The attacker doesn't have to have a hand free to initiate a grab for grappling, though he does take a -4 if he has no hands free. If the attacker already has a grab, ignore this step.
Assuming the grab is successful, the attacker and defender make opposed grapple checks.
Grapple Check: Base attack bonus + Strength modifier + special size modifier
Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16.
If the grapple is successful, the attacker moves into the defender's hex and the two are grappling. If the attacker fails, he maintains his grab as usual. Both characters are now Open and denied their Agility to defense, except against each other.
Continuing a Grapple
If a grapple is in progress, each round a new grapple check may be made. This is made at the beginning of the round. If the defender wins, he may either leave the grapple or become the grappler himself and force his opponent into defender position.
If the attacker wins, he may make a second grapple check to pin his opponent, also at the beginning of the round. If this is successful, the defender is now pinned.
Actions while Grappling
Cast a Spell: Requires a concentration check against the opponent's grapple check.
Attack Opponent - 4 AP: A character can make an attack with an unarmed strike, natural weapon, or light weapon against another character he is grappling. The attacker takes a -4 penalty on such attacks.
Characters can’t attack with two weapons while grappling, even if both are light weapons.
Crush - 6 AP: In a grapple a character may attempt to crush his opponent. If he wins an opposed grapple check, he deals Sublethal Damage equal to his Strength + how much his Grapple check beat the defender. Unlike normal, the defender's Endurance does not apply as DR against this sublethal damage.
Draw a Light Weapon - 2 AP: A character can draw a light weapon with a successful grapple check.
Move - 2 AP: A character can move half his speed (bringing all others engaged in the grapple along) by winning an opposed grapple check. The attacker must beat all the other individual check results to move the grapple. If the attacker is moving a pinned opponent (see below), he gets a +4 on this check.
Use Opponent’s Weapon - 6 AP: If an opponent is holding a light weapon, a character can use it to attack him. Make an opposed grapple check (in place of an attack). If the attacker wins, make an attack roll with the weapon with a -4 penalty (doing this doesn’t require another action).
The attacker doesn't gain possession of the weapon by performing this action.
Pinned
Much like a grapple, each round opposed grapple checks must be made to hold or break the pin. This is also at the beginning of the round. If the defender wins, the pin is broken and the two are grappling as normal. If the pinner wins, the pin is maintained.
While pinned, the defender becomes open and is denied Agility to defense. They cannot take any actions until they break the pin.
The attacker is denied his Agility to AC and is Open to all others, but may choose to negate this by breaking the pin and leaving the grapple at any time. While pinning, the attacker may make attacks with an unarmed strike or light weapon as normal. Any other attacks may be attempted but take at least a -4 penalty, and the GM may rule that they are impossible. If wished, the pinner may stop the defender from speaking as a free action.
Group Grapple
If two or more characters are already grappling, another character may join them at any time by making a grab attack at any of them (which leaves him open, but not to them). If he succeeds, the new character joins the grapple.
In a group grapple, everything is relative. A character is considered an attacker to all those with lower grapple checks and a defender to all those with higher checks. As normal, grapple checks for all in the group are made at the beginning of the round. This serves as a sort of initiative order for pin attempts.
Two characters (or conceivably more) can pin another character in the same grapple together. This means that the pinned character must beat both of the pinners in the same round to escape the pin.