Ran-to (Level 16)
Level 16Attacks
Abilities
When a creature triggers Ran-to's Attack of Opportunity, he can attempt an Athletics check to Grapple the triggering creature instead of making a melee Strike. He can still disrupt a triggering manipulate action if he critically succeeds his attempt.
Requirements Ran-to has a creature Grabbed or Restrained
Effect Ran-to throws his foe to the ground. The grabbed creature takes 10d6 bludgeoning damage (DC 37 fortitude save) and is knocked Prone. The grab ends.
Ran-to bounds up and attempts to Grab a foe while he soars. He makes a Leap, High Jump, or Long Jump. His maximum distance is 75 feet. He must succeed at an Athletics check to perform the leap as usual, but regardless of the type of leap the DC is equal to half the number of feet he moves in the air. Ran-to can attempt an Athletics check to Grapple at any point during the jump. Immediately after the attempt, he (and the creature, if the Grapple was successful) falls to the ground. Ran-to takes n
Ran-to can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than him.
Frequency once per round
Requirements Ran-to has a creature Grabbed or Restrained
Effect Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an athletics check against the grabbed creature's Fortitude DC.
Critical Success Ran-to tosses his foe a great distance. The grab ends. The grabbed creature is thrown into a space within 10 feet, takes 12d6 bludgeoning damage, and falls Prone. All c