-Master Grappler –

A master grappler is not just one who studies powerful throws it is one who has mastered the anatomy of humanoids therefore having a deeper understanding and predictions of its movements. The master grappler is proficient in styles similar to Aikido, Hapkido, Judo, Shuai Jiao, and Jujitsu.

Hit Die: d8

Skill Points per level: 2+ Int modifier.

Prerequisites: Base Attack 8+, Dex 20+, Mobility, Combat Reflexes, Improved Unarmed Strike, Improved Trip, Improved Initiative, Alertness, Weapon Focus (Unarmed: Grappling), Humanoid, Monk Level 6th+.

Class

Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

AC

Bonus

Special

1

+1

+0

+2

+0

+1

Countering

2

+2

+0

+3

+0

+2

Speed 50ft

3

+3

+1

+3

+1

+2

Defensive Countering

4

+4

+1

+4

+1

+3

Redirection, Speed 60ft

5

+5

+1

+4

+1

+3

 

6

+6

+2

+5

+2

+4

Reversal, Speed 70ft

7

+7

+2

+5

+2

+4

 

8

+8

+2

+6

+2

+5

Advanced Grappling, Speed 80ft

9

+9

+3

+6

+3

+5

 

10

+10

+3

+7

+3

+6

Deadly Grappling, Speed 90ft

Class Features:

Unarmed Only: A Master Grappler may only perform his class feats while unarmed.

Countering: A Master Grappler is very adept at finding openings in an opponent’s attack. Whenever an opponent in a square you threaten attacks and misses you or any other target with a melee weapon, you may make an attack of opportunity against that opponent. Countering may be used once per round per level.

Defensive Countering: If you take the full defense action, you may make an attack of opportunity against any opponent who attacks you with a melee weapon this round as long as they are in your threatened area.

Redirection: Use the opponent’s force from an attack to attack him and change his position. If you acquire and perform a successful attack of opportunity against an opponent as a result of Countering, you may redirect your opponent to any space within 10ft of your current position as well as move yourself up to 5ft from your current position. This forfeits all of your remaining attacks of opportunity including those from Countering.

Reversal: Upon using Reversal choose an opponent. Once the opponent attacks you with a melee weapon you may make a Reflex roll versus his attack roll. Upon a successful Reversal you may either automatically start a Grapple or deal a free unarmed strike. This must be taken as a full attack action.

Advanced Grappling: You have mastered many styles and techniques involving joint locks, twists and breaks. You may execute a Grapple attack with minimal limbs at no penalty. This allows you to make attacks of opportunity against enemies around you.

Deadly Grappling: Your mastery in grappling styles has made your close in fighting something to be dreaded. Upon the sixth round of a consecutive grapple you may either break a limb 30%-leg, 70%-arm which deals 2d6 points of damage, opponent can save limb and escape grapple upon a successful Fortitude roll versus your attack roll or you may perform a submission hold. The victim must make a successful Will roll versus your attack roll or be knocked out. A broken arm is at –5 Strength and useless if broken twice until healed. A broken leg is useless and the victim is at ¼ movement until healed. A victim with two broken legs is at 5ft per round and always prone until healed.