Grappling Feats???


Homebrew and House Rules


Well ... I was reading someone lament the lack of options on grapple once you get going, and honestly - I think I kind of agree.

Suggestions were put forth like "bull rush" and *describe* it as "throw/body slam/etc" but, IMO, that's kind of a kludge and lame.

So ... I got to thinking, what *exactly* could be made of such feats? I think the idea is worth discussion, and so I'm tossing this thread up to see what we can get.

Off hand, I know in Cw there was that Eagle Claw something or other that added +1d12 to grapple damage inflicted ... it's a start I'd suppose.

But I'm wondering more about what kinds of "grappple" moves people would even want to see ... ? I mean, we talkin' WWF/E's "backbreaker" vs. a "scorpion leg lock" kinds of junk here? "Bulldog" or "body slam" or "suplex" or something?

Any/all of the above, IMO, *could* be more generalized into granting just a higher base damage rating on any grapple-damage attack. Like ... "Grapple Slam" or something and have it change "unarmed" damage from 1d3 (or whatever) to 2d6 baseline for the added momentum and such. Maybe you could even combo-this with Vital Strike?

Just tossing out a few ideas for starters ...

Dark Archive

in 3.X they use to have rules for silencing someone while you have them pinned. So, for pathfinder, i added a new grappling maneuver.

Silence - You wrap your arms around the targets neck making hard to speak and difficult to breath. This will not suffocate them, but it does make it impossible to speak. Attempting to cast spells that with a verbal component require a Concentration check DC 20 + the spell level or loose the spell.

*note - this was done to allow for scenes where the PC sneaks up behind the guard and silences him from behind as not to cause alarm, or the fighter who tackles the mage to make it difficult to cast.

Now, i also want to note that I removed the pinned prerequisite. As is, it takes two turns to silence them. You could still pull off the scene described above by making a grapple check in surprise round, and then silencing them on your turn in round 1.


DragonBringerX wrote:

in 3.X they use to have rules for silencing someone while you have them pinned. So, for pathfinder, i added a new grappling maneuver.

Silence - You wrap your arms around the targets neck making hard to speak and difficult to breath. This will not suffocate them, but it does make it impossible to speak. Attempting to cast spells that with a verbal component require a Concentration check DC 20 + the spell level or loose the spell.

*note - this was done to allow for scenes where the PC sneaks up behind the guard and silences him from behind as not to cause alarm, or the fighter who tackles the mage to make it difficult to cast.

Now, i also want to note that I removed the pinned prerequisite. As is, it takes two turns to silence them. You could still pull off the scene described above by making a grapple check in surprise round, and then silencing them on your turn in round 1.

This is a good idea!

Think you could post up the full feat? I'm assuming Imp. Grapple is a pre-req? {along w/Imp Unarmed Strike}


*bump*

Not a popular idea 'round here?

I was thinking of making a feat that lets you start/maintain grapple as a *swift* action instead of a *move* action to you can *at least* still grapple, then full attack the hell out of the grappled target.

Thoughts?

Liberty's Edge

The Speaker in Dreams wrote:

*bump*

Not a popular idea 'round here?

I was thinking of making a feat that lets you start/maintain grapple as a *swift* action instead of a *move* action to you can *at least* still grapple, then full attack the hell out of the grappled target.

Thoughts?

Supreme Grapple

Req: Imp Unarmed Strike, Imp Grapple, Greater Grapple, BAB +11

When grappling you no longer suffer a dex penalty to your AC. You gain an additional +2 checks to grapple a foe. You gain an additional grapple action during your turn.

Sound good? Too much?


Sounds good to me.

An additional +2 is always a welcome thing, and one more grapple action = what exactly, though?

*pin* or *choke* and stuff like that (which are currently what? attack actions? standard actions?).

Part of why bother's me about grapple is that you give up your weapons (most anyway) to get in close and then ... you can't *possibly* deal enough damage to end an encounter quickly from this position. You constantly have to *move* grapple, and then *standard* attack. It's pretty awful, IMO.

I'm for this, but what's a "grapple" action as you'd define it?

Liberty's Edge

The Speaker in Dreams wrote:

Sounds good to me.

An additional +2 is always a welcome thing, and one more grapple action = what exactly, though?

*pin* or *choke* and stuff like that (which are currently what? attack actions? standard actions?).

Part of why bother's me about grapple is that you give up your weapons (most anyway) to get in close and then ... you can't *possibly* deal enough damage to end an encounter quickly from this position. You constantly have to *move* grapple, and then *standard* attack. It's pretty awful, IMO.

I'm for this, but what's a "grapple" action as you'd define it?

The greater grapple feat allows you 2 of these a turn, whereas normally you only get 1 a turn. This feat proposed would allow 3.

The "grapple actions" are as follows

Move- Move yourself and the grappled foe up to half your speed.

Damage- Unarmed, natural attack, armor spikes, light or one handed weapon. No attack roll is needed, the damage is automatic.

Pin- You pin the opponent, giving them the pinned condition

Tie-up- Can be done if the opponent is pinned, unconscious, or otherwise restrained/unable to fight back sufficiently.

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