| Slime |
I know it’s late for such an addition but I tried this and it seems to cover situations not covered by other maneuvers.
This is based on the original grapple options of the Alpha1 document and has been playtested and enjoyed by my group.
SNAG
As a standard action, you can attempt to snag a foe, hindering their combat options. If you do not have Improved Snag, improved grab, or a similar ability, attempting to snag a foe provokes an attack of opportunity from the target of your maneuver.
You must have one hand free or use a weapon that grants a bonus to disarm or can be used to trip a foe (whip, fails, sickle, ranser, many monk’s weapons, etc.). If you use and are successful at snagging with a weapon or limb, that weapon or limb becomes unavailable to other uses as long as the snag is maintained. You do not need a free hand to resist or break a snag.
A successful snag check has the following results, depending on how much the roll exceeds the DC.
Snagged (DC): If your maneuver is successful, your target cannot move to a space that you do not reach without first breaking the snag, destroying the weapon used in the snag (either using Sunder or a Break Strength Check) or succeeding a bull rush that, in this case, allows movement of the snagged target, if this occurs you can choose to move with the target or let go of the snag (unless the weapon is locked to you in which case you must move with the victim as if being bull rushed). The target is otherwise unaffected.
If the target moves from a square that you reach to a square with a shorter reach you can chose to limit further movement to that shorter reach. The Broken condition attack penalty of a weapon applies to snag rolls using that weapon.
Grabbed (DC +5): If your attack exceeds the DC by 5 or more, your target is snagged and looses the use of one non-motive limb as long as the grab is maintained. In the case of basic humanoids this means the victim can only take actions that require one free hand. For example, your target could make an attack against you with a one-handed weapon or cast a spell, but could not attack you with a two-handed weapon.
The target (no matter how many-limbed) cannot cast spells or use spell-like abilities without succeeding on a Spellcraft check.
The use of long reach weapons (whip or ranser) in that maneuver allows one to avoid the attack of opportunity from a foe without such reach like a trip maneuver. I’m not sure if the proper weapons should give a bonus to that maneuver but I gave a +2 to the whip and might give a +4 to a lasso (exotic weapon).
I hope this is useful to some.
Tell me what you think.