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Arakune
2007-09-04, 07:09 PM
New Grappling rulles

Step 1: Trying to grapple

To try a grappling, you must be close to your target or be capable to make a 5ft. step to him (giving the right proportions), making an attack with Base attack bonus + Strength modifier + special size modifier - circunstancial modifier. The special size modifier are based on the diference of your size and your target size: each size category above you imposes a cumulative -4 penalty on your grappling attempt, being impossible to try to grapple (at least, for purpose of dealing damage) an oponent three size categories above you without proper equipment; one size category below your grants a cumulative +4 bonus to your grappling attempt, up until three times below your size, were you don't receive more bonuses. The circunstancial modifier varies from time to time, but the most common are if you are trying to grapple an oponent with a meele weapon, in this case you receive a -4 penalty in your grappling attempt.
This attempt provoques an attack of oportunity from the target and if he damages you the attempt automaticaly fail.

Step 2: Hold and Pin
If you passed in the first check, then you are holding you oponent. Make an oposed Strenght check (see the new Improved Grapple Feat) with your oponent: if you pass, you pinned your oponent you can imediatly attack/deal damage or take any other action or simply sustaning the grapple. If you fail, then both of you are grappling each other and your oponent can try to complete the manuveur in his turn (gaining all the benefits) and if you criticaly fail, then it's you that are pinned, and the oponent can automaticaly go to step 3 in your turn.

Step 3: Move/Damage/Action
After sucefully holding your oponent you can also do the folowing actions (with the rulles of said actions):

Activate a Magic Item (core rules);
Attack Your Opponent (core rules, see Grapple with Weapon feat);
Cast a Spell (core rules);
Damage Your Opponent (core rules, but to negate the penalty to deal lethal damage you must need Improved Grapple, even for Monks);
Draw a Light Weapon (if you don't have the Grapple with Weapon feat, you make another oposed Str check with your oponent to sustain your grapple);
Escape from Grapple (win a oposed Str check);
Move (you can move an oponent with 1/3 of your speed without losing the grapple. See Improved Grapple for more details);
Retrieve a Spell Component (core rules);
Pin your oponent (if he aren't already pinned you can make an oposed Str check but unlike when you first started the grapple you don't receive one extra action, and it's impossible to pin someone with three size category above you without proper equipment, core rules for pinning your oponent);
*Meat Shield (you can use your pinned oponent as cover. By actively using your target as a meat shield, there is a chance of any attack made against you to hit him, and the chance being 50% + size modifier (cumulative bonus of 5% for each size modifier above you, cumulative penalty of -20% for each modifier below you) but you can't attack while maintaing this manuveur, also, see the new Improved Grapple feat);

*New use

Step 4: Maintaing the grapple
Each round you make a oposed Str check to maintain the grapple. If you fail, the oponent scapes your grapple or he can instead try to yse the manuveur against you.

Grappling Consequences
No Threatened Squares (see the new Grapple with Weapon feat, No Dexterity Bonus (against opponents you aren’t grappling) , No Movement (except those described in the rules).

New Grappling Feats

Improved Grapple [general]
You trainned in the tecnique of grapple, being able to do it much more efficiently and deadly.
Prerequisites: Improved Unnarmed Attack, Wis 13, BAB +2
Benefits: You gain the folowing benefits: add your Wis modifier to all your oposed Str checks in a grapple; you can deal lethal damage without sufering the -4 penalty on your unnarmed attacks; you can move your oponent with 3/4 of your normal speed; the base % of cover you gain with a meat shield manuveur are now 80%;
Special: The fighter can take this feat as a bonus feat, and the monk can gain this feat as a bonus feat at second level, even if he doesn't meet the prerequisites.

Grapple with Weapon[general]
You are adept of grappling an armed oponent or to try to grapple while holding a weapon.
Prerequisites: Improved Unnarmed Attack, Improved Grapple, Proficient with at least 4 meele weapons, Wis 13, BAB +4
Benefits: You can attack your oponent with any meele weapon you are proficient without taking a -4 penalty on your attacks; you can draw any light weapon you are proficient without the need to make a oposed str check to sustain your grapple; you can attack your threatened squares while maintaing the grapple and can use the normal range of a ranged weapon to attack taking a -2 on all attack checks; you can attack your threatened squares while using the meat shield manuveur and can use the normal range of a ranged weapon to attack, but you take another -4 on all attack checks.
Special: A fighter can take this feat as a bonus feat.

Arakune
2007-09-04, 07:11 PM
reserved just in case, also, you can finish of a pinned oponent?
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Shatter Body [general]
prerequisites: Improved Unnarmed Attack, Improved Grapple, Special
Benefits: You can use the folowing manuveurs:

Limb Break: BAB +4
When sucefully grappling your oponent you may make a oposed Str check and dealing unnarmed damage normaly, requiring the oponent to pass a Fort check (DC15+damage taken) or else receive the damage in form of *Str and *Dex damage and -2 penalty to any task that otherwise requires that limb or a penalty of *50% on the target speed. The oponent also must make a Will check (DC15+damage taken) or receive another -2 penalty to any task that requires concentration due the pain. Creatures immune to critical hits are immune to this secondary effect and creatures that don't have a distingible anatomy are immune to this attack (such as oozes and some aberrations).

Soft Break/Imobilizing: BAB+1
Use the same mechanics of Limb Break, but instead of doing *Str and *Dex damage you only do *Dex damage or you can pin (or maintain it if are alread pinned) your oponent without chance of scaping for a number of rounds equal to your Str bonus+Wis bonus (or only Str bonus if your oponent have the improved grapple feat)
Death Break: BAB +12, Able to do Counter Grapple
Use the same mechanics of the Limb Break manuveur, but instead of doing *Str and *Dex damage you will deal *Con damage to your oponent. Creatures immune to critical hits are immune to this manuveur.
Counter Grapple: BAB +6, Combat Reflexes, Wis 13
When figthing defensively and an oponent makes an attack against you he provoques an attack of oportunity where you can make a grapple attemp. If you attack the oponent imediatly after grappling him you add his Str bonus to your damage.
Trip Break: BAB +8, Improved Trip, Wis 13 (my favourite ^^)
When attempting to do the Limb Break or Death Break manuveur, you may gain a free trip attemp without losing the grapple. If you are sucefull on the manuveur you do double the normal damage and you and your oponent are prone, but you still mantain your grapple.

Special: A fighter can take this feat as a bonus feat.


*OBS: the Str and Dex damage takes 1 month by 3 points of damage taken to heal normaly. The Con damage takes 2 months by 5 points of damage taken to heal normaly.

Triaxx
2007-09-04, 07:37 PM
Perhaps a strength check to break the neck? Oddly, for this, corporeal undead would be vulnerable, but not other creatures immune to critical hits.