Unarmed Combat Grappling

Strength or Dexterity

Rank 3 Ability

You gain a bonus to your grapple checks equal to 1/3 of your ranks in this skill.

Rank 4 Ability

You know how to throw your opponents. When successfully escaping from a grapple, instead of moving yourself, you can opt to throw your opponent to any adjacent square. Your opponent must make a Reflex save (DC equal to your choice of your Strength or Dexterity score) or end up prone.

Rank 5 Ability

When your opponent is grappled, helpless, or stunned, your attacks against him deal normal unarmed strike damage and 1d4 points of bleed damage.

Rank 7 Ability

Each grapple check you win while pinning your opponent, you can attempt to cripple your opponent's arm. Your opponent must make a Fortitude save (DC 10 + your grapple bonus), as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save, they take 1d6 ability damage to Strength and can not use one of their arms/wielding-limbs. Non humanoids get a +5 circumstance bonus to save against this attack. Creatures immune to critical hits get a +5 circumstance bonus to save as well. Creatures without limbs are immune to this attack.

Rank 8 Ability

If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make an attack roll at a –5 penalty. If you succeed, you wrench that opponent's neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent's Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.

Rank 9 Ability

Each grapple check you win while pinning your opponent, you can attempt to cripple your opponent's leg. Your opponent must make a Fortitude save (10 + your grapple bonus), as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save, they take 1d6 ability damage to Dexterity and can not move more than half base speed. Creatures without limbs are immune to this attack.

Rank 10 Ability

While you have an opponent pinned, when you succeed at a grapple check to deal an opponent subdual damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.

Rank 11 Ability

Each grapple check you win after you pin your opponent, you can choose to attempt a stranglehold. Your opponent must make a Fortitude save, (DC 10 + your grapple bonus), as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save for two consecutive checks, they are knocked unconscious for 2d6 rounds. Creatures that are immune to critical hits are immune to this hold. Non humanoids get a +5 circumstance bonus to save against this attack. Creatures that do not have normal mortal physiology receive a +5 circumstance bonus to save against this attack. Creatures with fast healing recover after 1d3 rounds.

Rank 12 Ability

If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make an attack roll attempt at a –5 penalty. If you succeed, you wrench that opponent's neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent's Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.

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