Olympian
Advanced
Originating in the Alternum City States, this art focuses on holds and take-downs made famous by the gladiatorial combat common to the region.- Points Required Per Rank: 2
- Restrictions: No armor or shields.
Abilities
The following are special abilities granted to practitioners of the Olympian Form.
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 (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.
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 (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.
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: 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.
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).
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.
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: Special
Damage: -
Use: Can only use as dicated by form.
Successive Penalty: 1/rd
Description: A special modifier to another attack to attempt to knock an opponent unconscious rather than inflict damage to them.
Special: Instead of dealing damage with an attack, target must make a Fortitude Save (DC equal to 5 plus the damage that would have been dealt) or be knocked Unconscious for 1d6 minutes. On a successful save, the attack deals 1d6 damage plus half your Strength modifier. If used against a target immune to critical hits, the attack instead deals its normal damage.
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.
Type: Combo (Hold/Strike)
Damage: -
Use: 1 attack
Successive Penalty: -5
Description: Trip an opponent and grab hold of their leg as they fall.
Special: Make a Leg Hook. If successful, Make a Combat Maneuver Check to establish a leg lock at +4.
Type: Special
Damage: -
Use: -
Successive Penalty: -
Description: A special modifier to another attack that treats it as a critical threat regardless of the actual roll.
Special: The attack is considered a critical threat, regardless of the roll (it must still hit the target). Roll to confirm as normal. See Criticals and Fumbles.
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).
Type: Move
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A quick flip that returns you to a standing position before your enemy can capitalize on your weakness.
Special: Make a DC 15 Acrobatics check. On success, you immediately stand from a Prone position. This movement does not provoke attacks of opportunity, and can only be used once per round.
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.
You take a -4 penalty to AC against melee attacks in this stance, but gain a +4 to both CMD and CMB, as well as a +1 bonus to AC against ranged attacks. If you are in this stance before Initiative is rolled, gain a +2 bonus to Initiative checks.
Gain a +4 bonus to CMD and a +2 Inherent Bonus to Strength.
If you succeed on a Combat Maneuver Check to establish a lock by 10 or more, you can automatically advance it to a pin of the same type. This ability can only be used once per round.
Bonuses
At rank 1, gain a +1 Competence Bonus to your Combat Maneuver Defense. This bonus increases by 1 every 4 ranks (+2 at 5, +3 at 9) to a maximum of +4 at rank 13. At rank 3, gain a +1 Competence Bonus to your Combat Maneuver Bonus. This bonus increases by 1 every 4 ranks (+2 at 7, +3 at 11) to a maximum of +4 at rank 15.Knockout Blow
At rank 5, an Olympian practitioner can add the Knockout Blow modifier to any successful Suplex.Critical
At rank 8, any press hold used against a pinned opponent gains the critical modifier.Moves
Punches: None Kicks: None Other: None Defenses: None Holds: Arm Grab, Arm Lock, Arm Pin, Leg Grab, Leg Lock, Leg Pin, Body Grab, Body Lock, Body Pin, Pinning Takedown, Shift Hold, Press Hold, Suplex, Finger Lock, Advancing Hold Shift, Power Reversal Movements: Quick Stand Combos: Combo Leg Hook/Lock, Flying Tackle Special: Knock Out Blow, CriticalArm 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 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.
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 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.
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.
Pinning Takedown
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.
Shift 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).
Press 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.
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.
Knock Out Blow
Damage: -
Use: Can only use as dicated by form.
Successive Penalty: 1/rd
Description: A special modifier to another attack to attempt to knock an opponent unconscious rather than inflict damage to them.
Special: Instead of dealing damage with an attack, target must make a Fortitude Save (DC equal to 5 plus the damage that would have been dealt) or be knocked Unconscious for 1d6 minutes. On a successful save, the attack deals 1d6 damage plus half your Strength modifier. If used against a target immune to critical hits, the attack instead deals its normal damage.
Finger Lock
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.
Combo Leg hook/Lock
Damage: -
Use: 1 attack
Successive Penalty: -5
Description: Trip an opponent and grab hold of their leg as they fall.
Special: Make a Leg Hook. If successful, Make a Combat Maneuver Check to establish a leg lock at +4.
Critical
Damage: -
Use: -
Successive Penalty: -
Description: A special modifier to another attack that treats it as a critical threat regardless of the actual roll.
Special: The attack is considered a critical threat, regardless of the roll (it must still hit the target). Roll to confirm as normal. See Criticals and Fumbles.
Advancing Hold Shift
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).
Quick Stand
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A quick flip that returns you to a standing position before your enemy can capitalize on your weakness.
Special: Make a DC 15 Acrobatics check. On success, you immediately stand from a Prone position. This movement does not provoke attacks of opportunity, and can only be used once per round.
Power Reversal
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.
Powers
Titan's Embrace Stance(Ex)
A wide stance with both feet planted, one forward and the other back, leaning forward with arms out low in front, ready to lash out and Grab low. Provides very poor defense against traditional attacks, but acts as an ideal point from which to take down an opponent.You take a -4 penalty to AC against melee attacks in this stance, but gain a +4 to both CMD and CMB, as well as a +1 bonus to AC against ranged attacks. If you are in this stance before Initiative is rolled, gain a +2 bonus to Initiative checks.
Wrist Hardening (Ex)
Often one of the weakest points in the body, these special exercises build them up to aid practitioners in grappling.Gain a +4 bonus to CMD and a +2 Inherent Bonus to Strength.
Quick Pins(Ex)
With the right technique, a simple hold can be leveraged into a pin before a defender even has a chance to react.If you succeed on a Combat Maneuver Check to establish a lock by 10 or more, you can automatically advance it to a pin of the same type. This ability can only be used once per round.
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