Mongoose87
2009-10-26, 04:26 PM
Opinions requested.
Prerequisites:
Feats: Improved Grapple
BaB: +3
Lethal Grappler
Class Skills: Climb, Craft, Escape Artist, Heal, Intimidate, Jump, Profession, Ride, Spot, Swim, Tumble, Use Rope
Skill Points: 6+int
Hit Die: D8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Grapple Training, Deadly Wrestling
2nd|
+2|
+3|
+3|
+0|Grapple Maneuver
3rd|
+3|
+3|
+3|
+1|Superior Grappling
4th|
+4|
+4|
+4|
+1|Grapple Maneuver
5th|
+5|
+4|
+4|
+1|
6th|
+6|
+5|
+5|
+2|Grapple Maneuver
7th|
+7|
+5|
+5|
+2|
8th|
+8|
+6|
+6|
+2|Grapple Maneuver
9th|
+9|
+6|
+6|
+3|
10th|
+10|
+7|
+7|
+3|Intrepid Hold[/table]
Class Features:
Grapple Training: The Lethal Grappler is always working to improve his techniques. Thanks to his dedication to constant training, he gains his level as a competence bonus to grapple checks.
Deadly Wrestling: Any time a lethal wrestler uses a light weapon or natural attack to deal damage in a grapple, he deals bonus damage as a Monk of his size and class level, in addition to his base damage. For example, a Medium 5th level Lethal Grappler who hits with a dagger would deal 1d8 damage in addition to his normal melee damage.
Grapple Training: At every even level, the Lethal Grappler chooses one grapple maneuver to learn.
Superior Grappling: A Lethal Grappler is much more difficult to restrain. Even if he loses a grapple check, he may still use light weapons to attack in the grapple. Furthermore, for every 10 damage he does with his Deadly Wrestling Ability, he imposes a -1 penalty on his opponent's grapple checks. This penalty is cumulative, but can only be achieved with bonus damage.
Intrepid Hold: The Lethal Grappler's training makes him a formidable foe, nigh on inseparable from an opponent, when he wants to be. Freedom of motion no longer works as normal, against a Lethal Grapple – it now only gives a +20 to grapple checks. Any spell cast upon someone grappled by the Lethal Grappler also affects the Lethal Grappler. This includes spells with a range of “personal.”
Grapple Maneuvers:
A Sizable Advantage: Though he may not be capable of restraining them, a Lethal Grappler with this maneuver is still capable of finding inconvenient places to cling to larger foes. When a Lethal Grapple initiates this maneuver, he transforms his opponent's size bonus to grapple into a penalty, for purposes of grappling the Lethal Grappler. However, the grappled opponent is still capable of moving taking actions if grappled, but with penalties. They suffer a 25% chance of spell failure, a -4 penalty to skill checks involving physical attributes, have their movement reduced by 1/3 and provoke an attack of opportunity from the Lethal Grappler every round they fail to remove him. The Lethal Grappler essentially rides his foe, doing his best to impede their every action.
Constrictor's Hold: Like a constrictor snake, the Lethal Grappler slowly crushes his foe to death. If he succeeds on a grapple check with a DC of 20+his opponent's Grapple modifier, the opponent must make a Fort save with a DC of 10+ class level + STR or lose 20% of his hitpoints. Each consecutive round the Constrictor's Hold is used imposes a -2 to this save. The opponent must already be grappled to initiate this maneuver. Objects with no discernible anatomy are immune to this.
Ties that Bind: A Lethal Grappler trained in this maneuver is adept at restraining a foe with rope, chain, shackles or the like. He may bind any character he has grappled (however, not using the “A Sizable Advantage Maneuver”). Any Escape Artists check made to remove his bindings are made against his grapple check, not a Use Rope check. The +10 bonus versus a a would-be escapee still applies.
Separation Anxiety: A Lethal Grappler is always of loathe to end a tussle. One trained in this maneuver is skilled at making foes pay for leaving his grasp. Any time he releases an opponent from a grapple, or fail a grapple check, he may make an attack of opportunity. If it hits, a Fortitude save at a DC of 10 + level + STR modifier is required, or the opponent is stunned.
Wall of Flesh: A Lethal Grappler trained in this technique is adept at using his opponents to shield himself from blows. When already grappling an opponent, he may take a grapple check with a -5 penalty to use an opponent as a shield. He gains an effective 50% miss chance, however, misses from this hit his shield. With an additional -5 penalty, he may do this maneuver with one hand.
Martial Throw: A Lethal Grappler proficient with this maneuver may hurl a foe he has grappled. He does not take the -4 penalty for using an improvised weapon, and both the thrown foe and any foes hit take damage equal to his Deadly Wrestling damage, plus his strength modifier, plus 1d6 for every size category above medium. This cannot be used in conjunction with the “A Sizable Advantage” maneuver.
Obviously, I need more maneuvers
Prerequisites:
Feats: Improved Grapple
BaB: +3
Lethal Grappler
Class Skills: Climb, Craft, Escape Artist, Heal, Intimidate, Jump, Profession, Ride, Spot, Swim, Tumble, Use Rope
Skill Points: 6+int
Hit Die: D8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Grapple Training, Deadly Wrestling
2nd|
+2|
+3|
+3|
+0|Grapple Maneuver
3rd|
+3|
+3|
+3|
+1|Superior Grappling
4th|
+4|
+4|
+4|
+1|Grapple Maneuver
5th|
+5|
+4|
+4|
+1|
6th|
+6|
+5|
+5|
+2|Grapple Maneuver
7th|
+7|
+5|
+5|
+2|
8th|
+8|
+6|
+6|
+2|Grapple Maneuver
9th|
+9|
+6|
+6|
+3|
10th|
+10|
+7|
+7|
+3|Intrepid Hold[/table]
Class Features:
Grapple Training: The Lethal Grappler is always working to improve his techniques. Thanks to his dedication to constant training, he gains his level as a competence bonus to grapple checks.
Deadly Wrestling: Any time a lethal wrestler uses a light weapon or natural attack to deal damage in a grapple, he deals bonus damage as a Monk of his size and class level, in addition to his base damage. For example, a Medium 5th level Lethal Grappler who hits with a dagger would deal 1d8 damage in addition to his normal melee damage.
Grapple Training: At every even level, the Lethal Grappler chooses one grapple maneuver to learn.
Superior Grappling: A Lethal Grappler is much more difficult to restrain. Even if he loses a grapple check, he may still use light weapons to attack in the grapple. Furthermore, for every 10 damage he does with his Deadly Wrestling Ability, he imposes a -1 penalty on his opponent's grapple checks. This penalty is cumulative, but can only be achieved with bonus damage.
Intrepid Hold: The Lethal Grappler's training makes him a formidable foe, nigh on inseparable from an opponent, when he wants to be. Freedom of motion no longer works as normal, against a Lethal Grapple – it now only gives a +20 to grapple checks. Any spell cast upon someone grappled by the Lethal Grappler also affects the Lethal Grappler. This includes spells with a range of “personal.”
Grapple Maneuvers:
A Sizable Advantage: Though he may not be capable of restraining them, a Lethal Grappler with this maneuver is still capable of finding inconvenient places to cling to larger foes. When a Lethal Grapple initiates this maneuver, he transforms his opponent's size bonus to grapple into a penalty, for purposes of grappling the Lethal Grappler. However, the grappled opponent is still capable of moving taking actions if grappled, but with penalties. They suffer a 25% chance of spell failure, a -4 penalty to skill checks involving physical attributes, have their movement reduced by 1/3 and provoke an attack of opportunity from the Lethal Grappler every round they fail to remove him. The Lethal Grappler essentially rides his foe, doing his best to impede their every action.
Constrictor's Hold: Like a constrictor snake, the Lethal Grappler slowly crushes his foe to death. If he succeeds on a grapple check with a DC of 20+his opponent's Grapple modifier, the opponent must make a Fort save with a DC of 10+ class level + STR or lose 20% of his hitpoints. Each consecutive round the Constrictor's Hold is used imposes a -2 to this save. The opponent must already be grappled to initiate this maneuver. Objects with no discernible anatomy are immune to this.
Ties that Bind: A Lethal Grappler trained in this maneuver is adept at restraining a foe with rope, chain, shackles or the like. He may bind any character he has grappled (however, not using the “A Sizable Advantage Maneuver”). Any Escape Artists check made to remove his bindings are made against his grapple check, not a Use Rope check. The +10 bonus versus a a would-be escapee still applies.
Separation Anxiety: A Lethal Grappler is always of loathe to end a tussle. One trained in this maneuver is skilled at making foes pay for leaving his grasp. Any time he releases an opponent from a grapple, or fail a grapple check, he may make an attack of opportunity. If it hits, a Fortitude save at a DC of 10 + level + STR modifier is required, or the opponent is stunned.
Wall of Flesh: A Lethal Grappler trained in this technique is adept at using his opponents to shield himself from blows. When already grappling an opponent, he may take a grapple check with a -5 penalty to use an opponent as a shield. He gains an effective 50% miss chance, however, misses from this hit his shield. With an additional -5 penalty, he may do this maneuver with one hand.
Martial Throw: A Lethal Grappler proficient with this maneuver may hurl a foe he has grappled. He does not take the -4 penalty for using an improvised weapon, and both the thrown foe and any foes hit take damage equal to his Deadly Wrestling damage, plus his strength modifier, plus 1d6 for every size category above medium. This cannot be used in conjunction with the “A Sizable Advantage” maneuver.
Obviously, I need more maneuvers