2-Hand Melee Weapons: Difference between revisions

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Each round you control the grapple, instead of the damage action, you choke your opponent, cutting off your target's air supply so he has to hold his breath (see [http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Drowning drowning] for additional information). Any round you do not maintain the choke, your opponent can take a breath and restarts when he has to begin making Constitution checks.  You may continue to grapple while using a garrote until your foe dies, falls unconscious or wins control of the grapple.  If you lose control of a grapple while using a garrote, the garrote is considered broken and may not be used again until repaired.  
Each round you control the grapple, instead of the damage action, you choke your opponent, cutting off your target's air supply so he has to hold his breath (see [http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Drowning drowning] for additional information). Any round you do not maintain the choke, your opponent can take a breath and restarts when he has to begin making Constitution checks.  You may continue to grapple while using a garrote until your foe dies, falls unconscious or wins control of the grapple.  If you lose control of a grapple while using a garrote, the garrote is considered broken and may not be used again until repaired.  


Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he's casting) to cast a spell with a verbal component, use a command word item, or use any ability requiring speech.  A garroted opponent may not make any sound with his mouth, assuming the garrote is around the neck.
Your garroted opponent must make a concentration check (DC: your CMB + level of the spell he's casting) to cast a spell with a verbal component, use a command word item, or use any ability requiring speech.  A garroted opponent may not make any sound with his mouth, assuming the garrote is around the neck.


Creatures immune to criticals, precision damage or creatures not required to breathe may still speak, cast spells and cannot be choked out, though they still take damage from your attacks.
Creatures immune to criticals, precision damage or creatures not required to breathe may still speak, cast spells and cannot be choked out, though they still take damage from your attacks.

Revision as of 01:35, 24 February 2016