Feats also available to grappler
Whirling throw
Sleeper hold

Grappler dedication lvl 2
Traits: archetype dedication move
Prereq: trained athletics
Benifit: you may now take the stride action while grappling an opponent of your choice and bring them with you. When you do this roll athletics vs thier fortitude save. This counts for maintaining

Critical success: you may move 15ft with opponent
Success: you may move 10ft with opponent
Fail: you may not move
Crit fail: the opponent escapes

As your proficiency in athletics rise so too does the distance you can move on a successful grapple check. You may not move more than your speed. Expert +5ft
Master+10ft legendary+15ft. This movement does not provoke for your opponent.



Body block lvl 4 1action
Traits: archetype
Prereq: shield prof grappler dedication
Benifit: Make an athletics check vs fortitude dc against an opponent you are grappling. While you have this opponent grappled you are treated as if you had raised a shield. That opponent is also treated as if you had maintained a grapple.

Critical success: the opponent is flat-footed
Success: you gain benefits of raise shield
Critical fail: you become flatfooted



Meat shield lvl 6 1 reaction
Traits: archetype
Prereq: body block
Trigger: When you would take damage from a physical attack and have used body block during your turn
Benifit: The opponent you chose for body block rolls a fortitude save vs your athletics dc. On a failure the opponent takes half your level in damage and no other effect of the triggering attack before applying weaknesses or resistances. You gain resist equal to half your level.

Critical success: no damage and no resistance
Success: half damage and half resist
Failure: full damage
Crit fail: double damage and double resist

King of the hill level 10 1 reaction
Traits: archetype
Prereq: grappler dedication
Trigger: successfully maintain a grapple
Benifit: you may roll an athletics check vs fortitude dc of a different opponent to grab or maintain a grapple

Improved whirling throw level 12
2 actions
Traits: archetype attack
Prereq: grappler dedication whirling throw titan wrestler
Benifit: you no longer take the size penalties when you use this feat. In addition if you succeed you may choose a second target in range of the result. That opponent makes a reflex save vs your class dc. If they fail they take the same effect as the thrown opponent.

Submission level 14 1 actions
Traits archetype attack press
Prereq: sleeper hold grappler dedication
Benifit: choose an opponent you are currently grappling. Roll an athletics vs fortitude dc. If successful this is treated as maintaining the grapple on that opponent.

Critical success: the opponent gains a condition 2 of your choice either enfeebled sickened clumsy or stupified
Success: same as critical but the condition value is 1
Critical failure: the opponent gets free of the grapple

King of the mountain lvl 16
Traits: archetype
Prereq: king of the hill grappler dedication
Benifit: you now get a free use of king of the hill reaction per round




General feats

Savage stance lvl 8
Traits: multiclass general
Prereq: 1st level monk stance, animal instict specialization
Benifit: when you rage using your animal instict specialization you treat all of your unarmed attacks as if they were the attack you received from animal instinct. Your animal instict unarmed attack gains the nonlethal trait.

When you are in a stance that only allows a single type of unarmed attack you may make any unarmed attack you have available.



Barbarian feat
Get over here lvl 6 1 action
Traits attack flourish
Requirements: a weapon with grapple tether and thrown traits or reach and grapple traits
Benifit: if you currently have a target grappled with a weapon that meet the requirements and they are not next to you roll an athletics check vs thier fort dc. On a success you deal weapon damage and are considered to have maintained the grapple.

Crit success: double damage and pulled 10ft closer
Success: deals damage and pulled 5ft closer
Fail: half damage not pulled
Crit fail: no longer grappled



Monk feats
Alligator stance lvl 1 1 action
Traits: stance
Benefit: you take a stance trailing leg far back with arms high and low slightly forward parallel or slightly out to your sides.
While in this stance, the only Strikes you can make are gator snap unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the trip, deadly 1d8, grapple, nonlethal, and unarmed traits. While you are in alligator Stance, you gain a +2 circumstance bonus to Athletics checks to swim, and if you roll a success on an Athletics check to swim, you get a critical success instead.

Alligator death roll level 6 2 actions
Traits attack flourish
Reqiurements: grappling an opponent
Roll an athletics check vs the opponents fort dc. On a success the roll your unarmed strike damage the opponent is proned and takes persistant bleed damage equal the number of dice your unarmed strike damage does plus your str mod. This is considered maintaining the grapple on that opponent

The goal was to be able to do more then just hold an opponent in place and maintain multiple grapples without eating too many of your actions. I also added a few other feats I thought were useful.





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