HammerlockĪs long as you have martial focus, the penalties for being grappled by you increase by -1 for every 6 points of base attack bonus you possess, these penalties increase by an additional -1. Whenever you maintain a grapple against a creature, or when a creature succeeds at a grapple check against you, you may attempt a trip combat maneuver against them as an attack of opportunity this trip attempt does not provoke an attack of opportunity itself. Greater GrappleĪs long as you have martial focus, you may maintain a grapple as a move action. For every 4 points of base attack bonus you possess, this bonus increases by +2. Whenever you use a (slam) talent, you may make an Intimidate check against all those who can see you except for the creature which was affected by the (slam) talent to demoralize them, gaining a +2 bonus on this check. You may not use this talent in conjunction with (deflect) talents or any other ability that would grant you an attack or combat maneuver due to a missed attack against you. After the damage is determined, you may spend an attack of opportunity to attempt to initiate a grapple against that creature as a free action that may be taken even when it is not your turn, if it is in range. While in this stance and a creature within reach targets you with a melee attack, before the attack roll is made you may allow the attack to automatically strike you (although the roll is still made to determine if the attack threatens a critical hit). This increased penalty stacks with itself, to a maximum of half your base attack bonus (minimum 2). Whenever you would be allowed a free action grapple attempt against a creature you are already grappling (such as when you hit with an attack using the grab special attack), you may instead choose to increase the target’s penalties for grappling by 2 for 1 round. For every 4 points of base attack bonus you possess, each passing round counts as an additional +1 round when determining how long they can hold their breath. Each consecutive round they spend grappled by you counts as a number of rounds equal to your practitioner modifier against the total number of rounds they may hold their breath before they are forced to make Constitution checks to avoid suffocating. Whenever you control a grapple against a creature, that creature is unable to breathe or speak, though they may hold their breath in response to being grappled. In addition, any practitioner with at least 1 talent in an unarmed sphere gains the benefits of the Improved Unarmed Strike feat. Practitioners from a class that already grants an unarmed damage progression, such as the brawler or monk, may treat their unarmed strike as one size category larger if they have 3 or more talents in an unarmed combat sphere, but receive no further benefits. Practitioners who train in certain spheres focused on unarmed combat, such as Boxing, deal additional damage with their unarmed strikes based on the total number of unarmed spheres and talents they possess, as shown in the following table. Slam: Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the snag automatically ends. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. Associated Feat: Improved Unarmed Strike.Īll practitioners of the Wrestling sphere gain the following ability: SnagĪs a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. Wrestling practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Training in the Wrestling sphere teaches a practitioner how to quickly drop their opponents to the ground, regardless of their size, twisting foes up and slamming them into the ground with incredible force.
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