{"name":"Pull the Pin","feature_ability_type":" ","feature_type":"Feat","feature_level":"","prerequisites":"Improved Combat Maneuver (disarm)","description":"[b]Benefit:[\/b] When you make a successful disarm combat maneuver against a foe that you know has grenades, rather than disarming the foe of a weapon, you can activate one grenade in the foe\u2019s possession. You can activate only a grenade that is ready to be drawn and thrown (not, for example, a grenade stowed away within an equipment pack). The grenade explodes at the end of your current turn, unless it has a delayed fuse that causes it to go off 1 round or more after it is activated.\r\nThe foe takes a \u20132 penalty to the saving throw against this grenade, and the grenade\u2019s explosion has half its normal area.","tags":"Feat, Combat Feat, Combat Maneuver Feat","templateId":"13546","blockId":"1209532","world":"e46568f9-6e1c-4679-8c10-b3c4f5ec780f","folder":"20398","isShared":"on"}