Homebrew Additional Grapple Rules - 1st Draft


Homebrew and House Rules


New grapple actions as part of the standard action spent to maintain the grapple. All of the below require improved grapple:

1) Throw – Grants a Grapple Check of Opportunity. You must both be standing. If you have Greater Grapple you add your dex bonus to your grapple check. If you are successful your opponent becomes prone in a location of your choosing in a 5' radius and takes 1d4 non lethal damage, the grapple condition is broken. If you fail the opponent breaks free from the grapple or becomes the grapple initiator. If you fail by more then 10, you become prone in a 5 foot radius location of your opponents choosing, the grapple condition is broken.

2) Slam – Grants a Grapple Check of Opportunity . Opponent's weight can not exceed your maximum lift. If successful, your opponent becomes pinned and takes 1d4 + your str bonus in damage. The pin location is your choice in a 5' radius of your current location. If you fail by 5 or more the opponent breaks free from the grapple or becomes the grapple initiator. If you fail by more then 10 and your opponent has improved grapple, your opponent may chose to pin you.

3) Trip – you may attempt a trip without provoking an attack of Opportunity. If you fail by 5 or more the opponent breaks free from the grapple or becomes the grapple initiator.

4) Disarm – you may attempt a disarm without provoking an attack of Opportunity. If you fail by 5 or more the opponent breaks free from the grapple or becomes the grapple initiator.

5) Transition – May be done only from pinned, you gain the dominating position, opponent games dominated. If you fail by more then 10 and your opponent has improved grapple, your opponent may chose to pin you.

6) Pummel: Requires Dominate Position. You can inflict damage to your target equal to
your unarmed strike, a natural attack, or an attack made
with armour spikes or a light or one-handed weapon, twice. This damage can be either lethal or nonlethal.

7) Choke: Grants a Grapple Check of Opportunity. -6 to CMB if you are not pinning an opponent, -2 if you are not dominating. If you fail by 5 or more the opponent breaks free from the grapple or becomes the grapple initiator. If you are successful your opponent gains the choking status. Roll a d(str modifier), and this becomes your choke modifier. Each subsequent round of maintaining the choke, your opponent takes 1 choke modifier worth of damage. After this damage is dealt you may re-roll your choke modifier, if it is lower your choke modifier does not change.. After each damage is applied your opponent must roll a dc 15 con check to stop from becoming unconscious. If you maintain your grapple, you can chose to maintain your choke.

8) Attack limb: Grants a Grapple Check of Opportunity -6 to CMB if you are not pinning an opponent, -2 if you are not dominating. If you fail by 5 or more the opponent breaks free from the grapple or becomes the grapple initiator. If successful roll an opposed strength check. If you win opponents limb becomes damaged. Attacking with this limb gives a -4 attack bonus. Walking with this limb gives 1/2 movement speed. If you win your opposed str check by 5 more the limb becomes broken and can not be used to walk with or attack

Grapple check of Opportunity does not allow for any special actions after the grapple check.

Dominating: you gain an additional + 2 on all subsequent grapple checks.
Dominated: Dominated character takes an additional -2 to their AC in addition to any penalties given by other grapple statuses. Concentration checks require an additional 5 DC in addition to any penalties give by other grapple statuses.

Choking: A choked character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Can not cast any spells that require a verbal component. A choked character takes an additional -2 to their AC in addition to any penalties given by other grapple statuses.

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this is my first draft of some home brew additional grappling rules.
Just looking for input of any kind.

Almost everyone in the group watches mma of some sort, and everyone likes the pathfinder grapple rules much better then the old rules, so a few of us were throwing down ideas, i decided to put it to paper.

We are not sure if these are over/under powered, or should be monk only or require an additional feat or skill or ?? to use.


Looking at them, I sort of like and sort of dislike. I'll comment later, but bumping ya up for now.

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