Bonecrusher
Basic
Common amongst Orcs, Ogres, and Giant-kin, this brutal style emphasizes devastating, bone-shattering grappling techniques, more demonstration of the raw strength of its practitioners than any skill in the art.- Points Required Per Rank: 1
- Restrictions: Light or Medium armor only, no shields.
Abilities
The following are special abilities granted to practitioners of the Bonecrusher Form.
Type: Hold (Lock)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A hold that leaves an opponent's arm locked and unusable.
Special: Opponent gains the Grappled condition, cannot use the arm grabbed, and has a -2 to any Combat Maneuver or Escape Artist checks they make.
Type: Hold (Pin)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A pin leveraging an arm hold to prevent an opponent from taking actions other than attempting to break the pin.
Special: Requires an Arm Lock. Opponent gains the Pinned condition, and has a -4 penalty to any Combat Maneuver or Escape Artist checks they make.
Type: Hold (Lock)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A hold that locks an opponent's leg in your contol, leaving them off balance and potentially prone.
Special: Opponent gains the Grappled condition and loses their Dexterity bonus to AC. At your option, you can cause them to go Prone.
Type: Hold (Pin)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A pin leveraging a leg hold to prevent your opponent from performing any actions other than attempting to break the pin.
Special: Requires a Leg Lock. Opponent gains the Pinned condition, and is Prone.
Type: Hold (Lock)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A hold on an opponent's body.
Special: Opponent gains the Grappled condition, and has a -2 penalty to any Combat Maneuver or Escape Artist check they make.
Type: Hold (Pin)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A pin covering an opponent's body, leaving them trapped and unable to act except to try to break the pin.
Special: Requires a Body Lock. Opponent gains the Pinned condition, and has a -4 penalty to any Combat Maneuver or Escape Artist checks they make.
Type: Hold (Lock)
Damage: 1d8
Use: 1 attack
Successive Penalty: -
Description: A lock around an opponent's neck, holding them in a grapple and cutting off their air.
Special: Opponent gains the Grappled condition, and takes damage each round on their turn while locked. At your option, they are unable to speak.
Type: Hold (Pin)
Damage: 1d10
Use: 1 attack
Successive Penalty: -
Description: A full lock on an opponent's neck, keeping them pinned and unable to act except to try and break it while suffocating
Special: Requires a Neck Lock. Opponent gains the Pinned condition, cannot speak, and takes damage each round on their turn while Pinned. They must also roll a Fortitude Save at the start of their turn (DC equal to your Combat Maneuver Defense), or become Unconscious for 2d4 rounds. There is a cumulative +2 to the DC of this save each round after the first until the pin is Broken.
Type: Hold (Break)
Damage: 1d8
Use: 1 attack
Successive Penalty: -
Description: Break an arm pin by overextending the pinned arm and possibly breaking it.
Special: Requires an Arm Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 5) or has their arm broken. Failure by 10 or more results in a broken shoulder instead. Releases hold. See Broken Bone for details.
Type: Hold (Break)
Damage: 1d8
Use: 1 attack
Successive Penalty: -
Description: Break a leg pin by overextending the pinned leg and possibly breaking it.
Special: Requires a Leg Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 5) or has their leg broken. Failure by 10 or more results in a broken knee instead. Releases hold. See Broken Bone for details.
Type: Hold (Lock)
Damage: 1d6
Use: 1 attack
Successive Penalty: -
Description: Leverage a body hold to tense muscles and squeeze, crushing your opponent in your grasp.
Special: Requires a Body Lock or Pin. Deals damage for each attack used. Damage is automatic, and does not require a check or attack roll.
Type: Hold (Break)
Damage: 2d8
Use: 2 attacks
Successive Penalty: -
Description: Flip your pinned opponent over your head and down hard on the ground, headfirst.
Special: Requires a Body Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 10) or has their neck broken. Failure by 10 or more kills the target outright unless they make a DC 20 Fortitude Save. Releases hold and leaves opponent Prone in an open adjacent square of your choice. See Broken Bone for details.
Type: Hold (Break)
Damage: 1d10
Use: 1 attack
Successive Penalty: -
Description: Break a body pin by bringing their back down hard on your knee, possibly breaking it in the process.
Special: Requires a Body Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 10) or has their back broken. Failure by 10 or more results in a broken hip as well. Releases hold and leaves opponent Prone. See Broken Bone for details.
Type: Hold (Break)
Damage: 2d4
Use: 2 attacks
Successive Penalty: -
Description: Lift a pinned opponent and hurl them through the air, either away from you or into another opponent or object.
Special: Requires a Body Pin. Make a Combat Maneuver Check. Throw your opponent 1 ft. for each point by which the check exceeds 10 (20 if your opponent is large). If thrown into another target, make a ranged Touch Attack roll to hit. Target takes same damage as thrown opponent on hit, and goes Prone if your attack beats their Combat Maneuver Defense. Thrown opponent takes damage and is Prone regardless of result. Releases hold.
Type: Hold (Break)
Damage: 2d6
Use: 1 attack
Successive Penalty: -
Description: A quick jerk to the side, twisting your opponent's head and releasing it in an attempt to break their neck.
Special: Requires a Neck Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 10) or has their neck broken. Failure by 10 or more kills the target outright unless they make a DC 20 Fortitude Save. See Broken Bone for details.
Bonuses
At rank 1, gain a +1 Competence Bonus to your Combat Maneuver Bonus when using holds. This bonus increases to +2 at rank 4, then to +3 at rank 8.Quick Pins
Beginning at rank 2, once per round when you gain a successful lock, you can make a pin attempt as a free action.Moves
Punches: None Kicks: None Other: None Defenses: None Holds: Arm Lock, Arm Pin, Leg Lock, Leg Pin, Body Lock, Body Pin, Neck Lock, Neck Pin, Arm Break, Leg Break, Body Crush, Suplex, Backbreaker, Power Throw, Neck Snap Movements: None Combos: None Special: NoneArm Lock
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A hold that leaves an opponent's arm locked and unusable.
Special: Opponent gains the Grappled condition, cannot use the arm grabbed, and has a -2 to any Combat Maneuver or Escape Artist checks they make.
Arm Pin
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A pin leveraging an arm hold to prevent an opponent from taking actions other than attempting to break the pin.
Special: Requires an Arm Lock. Opponent gains the Pinned condition, and has a -4 penalty to any Combat Maneuver or Escape Artist checks they make.
Leg Lock
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A hold that locks an opponent's leg in your contol, leaving them off balance and potentially prone.
Special: Opponent gains the Grappled condition and loses their Dexterity bonus to AC. At your option, you can cause them to go Prone.
Leg Pin
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A pin leveraging a leg hold to prevent your opponent from performing any actions other than attempting to break the pin.
Special: Requires a Leg Lock. Opponent gains the Pinned condition, and is Prone.
Body Lock
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A hold on an opponent's body.
Special: Opponent gains the Grappled condition, and has a -2 penalty to any Combat Maneuver or Escape Artist check they make.
Body Pin
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A pin covering an opponent's body, leaving them trapped and unable to act except to try to break the pin.
Special: Requires a Body Lock. Opponent gains the Pinned condition, and has a -4 penalty to any Combat Maneuver or Escape Artist checks they make.
Neck Lock
Damage: 1d8
Use: 1 attack
Successive Penalty: -
Description: A lock around an opponent's neck, holding them in a grapple and cutting off their air.
Special: Opponent gains the Grappled condition, and takes damage each round on their turn while locked. At your option, they are unable to speak.
Neck Pin
Damage: 1d10
Use: 1 attack
Successive Penalty: -
Description: A full lock on an opponent's neck, keeping them pinned and unable to act except to try and break it while suffocating
Special: Requires a Neck Lock. Opponent gains the Pinned condition, cannot speak, and takes damage each round on their turn while Pinned. They must also roll a Fortitude Save at the start of their turn (DC equal to your Combat Maneuver Defense), or become Unconscious for 2d4 rounds. There is a cumulative +2 to the DC of this save each round after the first until the pin is Broken.
Arm Break
Damage: 1d8
Use: 1 attack
Successive Penalty: -
Description: Break an arm pin by overextending the pinned arm and possibly breaking it.
Special: Requires an Arm Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 5) or has their arm broken. Failure by 10 or more results in a broken shoulder instead. Releases hold. See Broken Bone for details.
Leg Break
Damage: 1d8
Use: 1 attack
Successive Penalty: -
Description: Break a leg pin by overextending the pinned leg and possibly breaking it.
Special: Requires a Leg Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 5) or has their leg broken. Failure by 10 or more results in a broken knee instead. Releases hold. See Broken Bone for details.
Body Crush
Damage: 1d6
Use: 1 attack
Successive Penalty: -
Description: Leverage a body hold to tense muscles and squeeze, crushing your opponent in your grasp.
Special: Requires a Body Lock or Pin. Deals damage for each attack used. Damage is automatic, and does not require a check or attack roll.
Suplex
Damage: 2d8
Use: 2 attacks
Successive Penalty: -
Description: Flip your pinned opponent over your head and down hard on the ground, headfirst.
Special: Requires a Body Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 10) or has their neck broken. Failure by 10 or more kills the target outright unless they make a DC 20 Fortitude Save. Releases hold and leaves opponent Prone in an open adjacent square of your choice. See Broken Bone for details.
Backbreaker
Damage: 1d10
Use: 1 attack
Successive Penalty: -
Description: Break a body pin by bringing their back down hard on your knee, possibly breaking it in the process.
Special: Requires a Body Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 10) or has their back broken. Failure by 10 or more results in a broken hip as well. Releases hold and leaves opponent Prone. See Broken Bone for details.
Power Throw
Damage: 2d4
Use: 2 attacks
Successive Penalty: -
Description: Lift a pinned opponent and hurl them through the air, either away from you or into another opponent or object.
Special: Requires a Body Pin. Make a Combat Maneuver Check. Throw your opponent 1 ft. for each point by which the check exceeds 10 (20 if your opponent is large). If thrown into another target, make a ranged Touch Attack roll to hit. Target takes same damage as thrown opponent on hit, and goes Prone if your attack beats their Combat Maneuver Defense. Thrown opponent takes damage and is Prone regardless of result. Releases hold.
Neck Snap
Damage: 2d6
Use: 1 attack
Successive Penalty: -
Description: A quick jerk to the side, twisting your opponent's head and releasing it in an attempt to break their neck.
Special: Requires a Neck Pin. Automatic critical threat on success. Target makes a Fortitude Save (DC equal to the damage dealt minus 10) or has their neck broken. Failure by 10 or more kills the target outright unless they make a DC 20 Fortitude Save. See Broken Bone for details.
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