TEXT: Mythic Minis 11
  Feats oF GrapplinG
  By Jason Nelson 
  
  By Jason Nelson
  Welcome to Mythic Minis!
  The mythic rules system introduced in the Pathfinder Roleplaying Game Mythic 
  Adventures hardback contains a wealth of new rules, but in one book there cannot 
  be room for everything. Sometimes there are large areas to cover with extensive 
  rules adaptations, but sometimes what you need is a power-packed punch of tightly 
  focused rules content that contains exactly what you need for your character, 
  creature, or whatever it may be. A half-dozen feats, a set of linked spells, a group of 
  magic items, 5 mythic path abilities, and so on; that’s where Mythic Minis come in. 
  Mythic Minis are not about exposition, philosophy, and campaign-building; they are 
  just flat-out fantastic ideas and great mechanics for GMs and players alike, written 
  by the same designers that helped create the official mythic rules.
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  MYTHIC MINIS 11: FEATS OF GRAPPLING
  Mythic heroes and their enemies need mythic feats, and this product provides 
  brand-new feats as well as conversions for existing feats described in a number of 
  products for the Pathfinder Roleplaying Game to fortify the ever-deadly grapplers 
  of the campaign, including creatures with the grab and constrict abilities described 
  in the Universal Monster Rules in the appendices of the Pathfinder Roleplaying 
  Game Bestiary and its sequels. 
  Brutal Grappler (Combat, Mythic, Teamwork)
  You and your allies can tear enemies apart when you tag-team them in a grapple. 
  Prerequisite: Brutal Grappler, half-orc or orc. 
  Benefit: If you and an ally grapple the same creature, each of you adds one-half your 
  mythic tier (minimum 1) to your ally’s combat maneuver bonus and CMD for the 
  purpose of grapple checks. If your ally deals damage with a successful grapple 
  check, they add your mythic rank or tier to the damage dealt. If you roll a natural 
  20 on your grapple check, you may choose to double this bonus damage or to 
  deal no bonus damage at all but instead substitute a dirty trick, disarm, sunder, 
  or trip combat maneuver with a bonus equal to one-half your ally’s mythic tier 
  (minimum 1).
  Carry Off (Combat, Mythic)
  Creatures in your clutches are liable to be carried off to their doom. 
  Prerequisite: Snatch or grab special attack. 
  Benefit: Add your mythic tier on any grapple checks you make to move with a 
  creature you have grappled. In addition, if your grapple check exceeds the target’s 
  CMD by 10 or more you can move your full speed rather than at half speed when 
  moving with a grappled creature and you are not considered grappled until the 
  beginning of your next turn even while maintaining the grapple. If you expend one 
  use of your mythic power when making a grapple check to move with a creature you 
  have grappled, you may roll twice and take the better result. 
  Final Embrace (Combat, Mythic)
  Your crushing coils are deadly snares for your enemies. 
  Prerequisite: Str 13, Int 3; Final Embrace; naga, serpentfolk, or creature that has the 
  constrict special attack; base attack bonus +3. 
  Benefit: Add one-half your mythic rank or tier (minimum +1) to the damage you 
  deal with your constrict special attack and to the DC of Escape Artist checks to 
  escape your grapple or to your CMD for the purpose of a grappled creature trying 
  to escape from your grapple. In addition, you can grab and constrict opponents up 
  to one size category larger than you with your grab ability if you expend one use of 
  your mythic power as part your grapple check. 
  Normal: You can grab and constrict creatures one size smaller than you (or your 
  size, with the Final Embrace feat). 
  Final Embrace Horror (Combat, Mythic)
  Creatures caught in your grasp are struck with mortal terror. 
  Prerequisite: Str 15, Int 3; naga, serpentfolk, or creature that has the constrict 
  special attack; Final Embrace; base attack bonus +6. 
  Benefit: A creature that takes damage from your constrict attack is also frightened 
  until the start of your next turn. If you constrict a non-mythic creature, this effect 
  lasts for a number of rounds equal to one-half your mythic tier (minimum 1 round) 
  after the creature last takes damage from your constrict attack. 
  Final Embrace Master (Combat, Mythic)
  Few survive your devastating constriction. 
  Prerequisite: Str 17, Int 3; naga, serpentfolk, or creature that has the constrict 
  special attack; Final Embrace, Final Embrace Horror; base attack bonus +9. 
  Benefit: Double not only the damage dice dealt by your constrict attack, but also 
  any modifiers to that damage, including the bonus gained from the mythic Final 
  Embrace feat. If you roll a natural 20 on any grapple maneuver, you deal triple 
  damage instead of double damage. 
  Inescapable Grasp (Combat, Mythic)
  It is almost impossible for foes to wriggle free from your grasp. 
  Prerequisite: Improved Grapple or grab special attack.
  Benefit: Your CMD against attempts to escape from your grapple is increased by 
  an amount equal to your mythic tier, whether such attempts are made as a grapple 
  combat maneuver or an Escape Artist skill check. In addition, you can grapple 
  creatures using freedom of movement, though you take a base -20 penalty on combat 
  maneuver checks made to grapple such a target. This penalty is reduced by an 
  amount equal to your mythic tier (if your target is a mythic creature or is using 
  mythic freedom of movement) or by twice your mythic tier otherwise. 
  Pinning Knockdown (Combat, Mythic)
  When you pin your opponent, you take them to the ground. 
  Prerequisite: Improved Grapple or grab special attack.
  Benefit: Whenever you succeed at a grapple combat maneuver to pin a creature, 
  you also knock that creature prone. As long as you remain stationary and adjacent 
  to that creature while maintaining the pin, you are no longer considered grappled. 
  Pinning Knockout (Combat, Mythic)
  You wrap foes up and knock them out. 
  Prerequisite: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed 
  Strike, Pinning Knockout, base attack bonus +9 or monk level 9th.
  Benefit: When you deal nonlethal damage to a pinned target, you deal triple 
  damage instead of double damage. In addition, if your target has damage reduction 
  that applies specifically to nonlethal damage, such as an invulnerable rager 
  barbarian, or temporary immunity to nonlethal damage due to a spell, item, or 
  similar effect, you can expend one use of your mythic power as a free action to 
  ignore that damage reduction for 1 minute. This does not apply to creatures that are 
  naturally immune to nonlethal damage, such as constructs and undead.
  Rapid Grappler (Combat, Mythic)
  You can grapple and pin your foes with astonishing speed. 
  Prerequisite: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed 
  Strike, Rapid Grappler, base attack bonus +9 or monk level 9th. 
  Benefit: If you use Greater Grapple to successfully maintain a grapple as a move 
  action, you can make a grapple combat maneuver as a free action. If you spend one 
  use of your mythic power when making this grapple check, you may roll twice and 
  use the better result. You can use this feat only once per round. 
  Normal: Using Rapid Grappler is a swift action. 
  Mythic Minis 11: Feats oF GrapplinG
  
  Credits
  Authors: Jason Nelson and Tom Phillips
  Artist: Chris McFann
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, Matt Goodall, Jim Groves, Tim 
  Hitchcock, Jonathan Keith, Jason Nelson, Tom Phillips, Alistair Rigg, Neil Spicer, Todd 
  Stewart, Russ Taylor, Greg Vaughan, and Clark Peterson
  Proofreading: Alistair Rigg
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for their 
  excellent Pathfinder Roleplaying Game Mythic Adventures hardback. 
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  Mythic Minis 11: Feats of Grappling © 2014, Legendary Games; Author Jason Nelson.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, 
  Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, 
  Greg A. Vaughan, Jeremy Walker.
  Pathfinder Player Companion: Goblins of Golarion. © 2011, Paizo Publishing, LLC; Author: 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Owen Stephens, and Russ Taylor.
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  James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
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  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
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  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Lead 
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