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playswithfire
2008-08-30, 09:40 PM
I know there are bits and pieces of the various existing ToB disciplines (and probably other homebrewed ones) that can be used to enhance grappling characters, but to my knowledge, there isn't one targeted to it.

It seems like there should be a discipline that can help grapplers at least as much as Setting Sun helps trippers (i.e. Mighty through Tornado Throw).

So this is to ask the Homebrewers of the Playground:
1. Does such a thing exist?
2. If not, is it a really stupid idea to try to come up with one?

If the answers to the above are both No, I'll probably try to build something here.

I thank those who took the time to look at this.

EDIT: work in progress, backed up here as my laptop is essentially non-functional
1 2/3.5
2 1/2
3 2/3.5
4 1/2.5
5 2/3
6 1/2.5
7 1/2
8 2/2.5
9 1/1
Monkey Paw

Discipline weapons: Unarmed Strike, claw, Scorpion Claws*, Mancatcher**, Grapple***
Discipline skill: Escape Artist
Discipline feats:

Monkey Wrestling
Your training in the Monkey Paw discipline has taught you that raw power is useless if not applied correctly.
Prerequisites: Improved Unarmed Strike, one Monkey Paw stance
Benefit: While you are in a Monkey Paw stance, you can add your Wisdom modifier as a bonus on all grapple checks to a maximum of 1 + your swordsage level plus levels in classes that advance your maneuvers known.
You may add the same bonus to escape artist checks made to escape a grapple.
Special: Monkey Wrestling can be used in place of Clever Wrestling to qualify for a feat, prestige class, or other special ability. If the substitution gives you a new option to use while grappling, that option is only available to you while you are in a Monkey Paw stance.

Monkey See, Monkey Dodge
The knowledge of the Monkey Paw discipline gives you unparalleled control over grapples you enter, even allowing you to respond to those who would seek to interrupt it.
Prerequisites: One Monkey Paw maneuver
Benefit: As long as you have moved less than 10 feet since the end of your last turn, you gain a +1 insight bonus to your AC against adjacent opponents you are not grappling while you are in a grapple.

Animal Instincts [Tactical]
Prerequisites: Monkey Wrestling, BAB +6, two Monkey Paw maneuvers
Benefit: The feat allows the use of three tactical options

Flight response To use this maneuver, you must have taken damage from an opponent you are grappling. During the next round, you may choose to subtract a number from all melee attack rolls and add the same number to rolls made to resist or escape a grapple. This number may not exceed your base attack bonus. The penalty on attacks and bonus on grapple avoidance and escape rolls apply until your next turn.

Spurn metal To use this maneuver, an opponent must attack you with a manufactured weapon while you are grappling him and miss. If he does, you may immediately make a grapple check to knock the weapon from his hand. If you win the grapple check, he loses his next iterative attack. If you win by more than 5, he drops the weapon as if you had disarmed him. Using this maneuver consumes one of your attacks of opportunity in the current round.

Wounded Prey To use this maneuver, you must pin an opponent and prevent his escape for one round. During the next round, you get a +1 bonus on grapple checks and damage rolls made as part of the Damage Your Opponent option and an additional +1 for each successful use of that option.


Maneuvers and Stances
First level
Fight the Body
Monkey Paw (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your powerful hands separate muscle from bone as you wrestle your opponent.

With a slight repositioning of your fingers, you find crucial weaknesses to exploit in your opponents musculature. For the rest of your turn, your grapple checks using the Damage Your Opponent option do an extra 1d6 points of damage +1 point per initiator level

Sense Weakness
Monkey Paw (Stance)
Level: Swordsage 3
Prerequisite: 1 Monkey Paw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your training has shown you that power comes in all shapes and sizes, but also how to know weakness when you see it.

While you are in this stance, you are aware of the grapple modifier of all enemies you threaten.


Second level
Wrist Lock
Monkey Paw (Strike)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You apply pressure to your opponent's wrist, forcing his hand open in an effort to alleviate the pain.

As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the lock as a grapple attempt, but you do not provoke attacks of opportunity. You can use your Dexterity in place of your Strength modifier in the grapple check, whichever is higher. You gain a +4 bonus on the grapple check. If you are already grappling, you do not need to make a new touch attack, you simply use the Damage Your Opponent option with the above conditions as a standard action.

If you win the grapple check, in addition to dealing your unarmed strike damage, you disarm your opponent of a light or one-handed weapon he is wielding. He retains hold of any two handed weapon he is wielding but takes a -4 penalty on attack rolls with it until he escapes the grapple or returns his hand to the weapon by winning an opposed grapple check.

Third level
Elbow Lock
Monkey Paw (Strike)
Level: Swordsage 3
Prerequisite: 1 Monkey Paw maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You bend your opponent's arm behind him and torque the elbow, causing pain which only increases as he struggles to break free.

This maneuver functions like Wrist Lock (2nd level strike) except as noted here.

If you win the grapple check, you deal an additional 3d6 damage and are considered to be pinning the targeted opponent. Additionally, that opponent takes d6 damage on each unsuccessful attempt to break the pin.

Sticky Fingers
Monkey Paw (Stance)
Level: Swordsage 3
Prerequisite: 1 Monkey Paw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your hands curl and flex with each strike, finding purchase wherever your blows land.

While you are in this stance, you gain the improved grab special ability.


Fourth level
Fight the Heart
Monkey Paw (Boost)
Level: Swordsage 4
Prerequisite: 1 Monkey Paw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

The blood of your opponent rings in your ears, then falls silent as you arrest its flow.

Your grip tightens and you feel your opponent's pulse slowing as you crush the artery against the bone. For the rest of your turn, your grapple checks using the Damage Your Opponent option do an extra 2d6 points of damage +1 point per initiator level

Fifth level
Shoulder Lock
Monkey Paw (Strike)
Level: Swordsage 5
Prerequisite: 2 Monkey Paw maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You pull your opponent's arm behind his back and turn until you hear a loud snap.

This maneuver functions like Wrist Lock (2nd level strike) except as noted here.

If you win the grapple check, you deal an additional 5d6 damage and that arm is rendered useless for 2d4 rounds: your opponent drops a one handed or light weapon he was wielding in that hand and can not pick it up. He retains hold of a two-handed weapon, but takes a -4 penalty on attack rolls with it. A fortitude save (DC 14 + your STR modifier) negates the uselessness and reduced the extra damage by 4. For each 5 you beat the opposed grapple check by, the DC increases by 2.

Shield of Muscle
Monkey Paw (Stance)
Level: Swordsage 5
Prerequisite: 2 Monkey Paw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You have trained your body to redirect rather than avoid attacks made against you.

While you are in this stance, you may add your Strength modifier to your armor class in place of your Dexterity modifier, up to the Maximum Dexterity Bonus of the armor you are wearing. You lose this bonus whenever you would be denied your dexterity bous and are considered flat-footed in those situations. Additionally, you retain half of your dexterity (or strength) bonus rounded down against other enemies while you are grappling unless it is denied for some other reason.


Sixth level
Full Nelson
Monkey Paw (Strike)
Level: Swordsage 6
Prerequisite: 2 Monkey Paw maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your arms reach beneath your opponents' and yank them back when you apply pressure to it's spine.

This maneuver functions like Wrist Lock (2nd level strike) except as noted here.

If you win the grapple check, you deal an additional 2d6 damage and your opponent must succeed on a Fortitude save (DC 16 + your STR modifier; each 5 you win the grapple check by increases the DC by 2) or be stunned.

Seventh level
Fight the Mind
Monkey Paw (Boost)
Level: Swordsage 7
Prerequisite: 3 Monkey Paw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your opponent shudders in pain as nerves he did not even know he possessed cry out in protest under your expert pressure.

While your fingers maintain the hold, using only your thumb, you strike pressure point after pressure point, sending pure pain through your opponent's entire body. For the rest of your turn, your grapple checks using the Damage Your Opponent option do an extra 3d6 points of damage +1 point per initiator level

Eighth level
Choke Hold
Monkey Paw (Strike)
Level: Swordsage 8
Prerequisite: 3 Monkey Paw maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your arm slides around your opponent's neck and crushes the flow of air to its brain until he collapses.

This maneuver functions like Wrist Lock (2nd level strike) except as noted here.

If you win the grapple check, your opponent is pinned and helpless until the end of your next turn. A Fortitude save (DC 18 + your STR check; each 5 you beat the grapple check by increases the DC by 2) negates the helplessness but not the pin.

Touch the Untouchable
Monkey Paw (Stance)
Level: Swordsage 8
Prerequisite: 3 Monkey Paw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You feel your way through the tendrils of magic energy that lesser grapplers find impossible to penetrate.

While you are in this stance, you can partially bypass the effects of a freedom of movement spell. Rather than causing all grapple checks made by the affected person to avoid or escape a grapple to automatically succeed, they instead get a +10 bonus on those checks. The same applies to you if you are placed under a freedom of movement spell. This stance is a supernatural effect.


Ninth level
Neck Snap
Monkey Paw (Strike)
Level: Swordsage 8
Prerequisite: 3 Monkey Paw maneuver
Initiation Action: 1 standard action
Range: Full round action
Target: One creature

You separate your opponent's head from his body, killing him instantly.

This maneuver functions like Wrist Lock (2nd level strike) except as noted here.

If you win the grapple check, your opponent must succeed on a Fortitude save (DC 19 + your STR check; each 5 you beat the grapple check by increases the DC by 2) or die. On a successful save, you deal your normal Damage Your Opponent damage as well as an additional 20d6 damage.



* Sandstorm p.98
** Complete Warrior p.157
*** Included for the Discipline focus(Weapon Focus) class feature

Bhu
2008-08-31, 12:25 AM
Nobodies done one that I know of.

It would be awesome though. I was intending to eventually do one based on pro wraslin for my silly campaign.