Martial Arts Holds

Grabs

Arm Grab

Type: Hold (Grab)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A firm grab of an opponent's arm, but with no control of the limb.
Special: Established with a melee Touch Attack. Opponent cannot move beyond your reach. You can move at half speed and bring grabbed opponent with you with a succesful Strength check (DC equals opponent's Combat Maneuver Defense). Opponent can break with Combat Maneuver or Escape Artist check. You have a +4 to any roll to establish an Arm Lock. Opponent has a -4 to any attack using the grabbed arm, and cannot cast spells requiring somatic components while grabbed.
 

Leg Grab

Type: Hold (Grab)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A firm grab on an opponent's leg, but without control of the limb
Special: Established with a melee Touch Attack. Opponent cannot move beyond your reach, and loses their Dexterity bonus to AC. You can move at half speed and bring grabbed opponent with you with a succesful Strength check (DC equals opponent's Combat Maneuver Defense). Opponent can break with Combat Maneuver or Escape Artist check. You have a +4 to any roll to establish a Leg Lock.
 

Body Grab

Type: Hold (Grab)
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A grab or wrap around an opponent's body, leaving them free to act but locked in close combat with you.
Special: Established with a melee Touch Attack. Opponent cannot move beyond your reach, and can only use light or unarmed attacks against you. You can move at half speed and bring grabbed opponent with you with a succesful Strength check (DC equals opponent's Combat Maneuver Defense). Opponent can break with Combat Maneuver or Escape Artist check. You have a +4 to any roll to establish a Body Lock.
 

Neck Grab

Type: Hold (Grab)
Damage: 1d6
Use: 1 attack
Successive Penalty: -
Description: A firm grab on an opponent's neck, with no control but restricting breathing.
Special: Established with a melee Touch Attack. Opponent cannot move beyond your reach, and takes damage each round on their turn while grabbed. You can move at half speed and bring grabbed opponent with you with a successful Strength check (DC equals opponent's Combat Maneuver Defense). Opponent can break with Combat Maneuver or Escape Artist check. You have a +4 to any roll to establish a Neck Lock.
 

Finger Lock

Type: Hold (Grab)
Damage: 1d4
Use: 1 attack
Successive Penalty: -
Description: Grab hold of a grappling opponent's finger(s) and leverage it back, forcing them to release the hold and leaving you with an advantaged grip on their hand.
Special: Must be held or Grappled. Deals damage and breaks the Grapple or hold on you. If followed with an Arm Lock, you gain a +4 bonus to the roll.
 

Locks

Arm Lock

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.
 

Leg Lock

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.
 

Body Lock

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.
 

Neck Lock

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.
 

Body Crush

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.
 

Pinning Takedown

Type: Hold (Lock)
Damage: 1d6
Use: 1 attack
Successive Penalty: -
Description: Bring both yourself and your held opponent down into a body pin on the ground.
Special: Requires a Body Lock. +4 to CMB to establish the pin. Opponent gains the Pinned condition, and has a -4 penalty to any Combat Maneuver or Escape Artist checks they make. Both you and your opponent are Prone.
 

Power Reversal

Type: Hold (Lock)
Damage: -
Use: 2 attacks
Successive Penalty: -
Description: A skilled reversal, breaking an opponent's grapple and taking them in an arm lock in one fluid motion.
Special: Must be held or Grappled. Breaks the Grapple or hold on you and establishes an arm lock. Opponent gains the Grappled condition, cannot use the arm grabbed, and has a -2 to any Combat Maneuver or Escape Artist checks they make.
 

Pins

Arm Pin

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.
 

Leg Pin

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.
 

Body Pin

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.
 

Neck Pin

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.
 

Breaks

Arm Break

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.
 

Leg Break

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.
 

Backbreaker

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.
 

Neck Snap

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.
 

Suplex

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.
 

Power Throw

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.
 

Other

Press Hold

Type: Hold
Damage: 1d6
Use: 1 attack
Successive Penalty: -
Description: Twist, bend, squeeze, or otherwise contort your opponent in a way their body was not meant to be contorted, applying damage without breaking your hold.
Special: Requires any lock or pin. On a successful Combat Maneuver Check (made with a +4 to your CMB), deals damage without breaking the hold.
 

Shift Hold

Type: Hold
Damage: -
Use: 1 attack
Successive Penalty: -
Description: Quickly shift from one hold to another, without releasing your opponent.
Special: Requires any Hold. On a successful Combat Maneuver Check (made at a +4), change any existing hold to an equivalent hold (grab], lock, or pin) of a different type (arm, leg, body, or neck).
 

Advancing Hold Shift

Type: Hold
Damage: -
Use: 1 attack
Successive Penalty: -
Description: Quickly shift from one hold to another, simultaneously improving your control over them.
Special: Requires any grab or Lock. On a successful Combat Maneuver Check, change the existing hold to a different type (arm, leg, body, or neck), and advance it one step (a grab becomes a lock, and a lock becomes a pin).
 

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