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D20 Unarmed Combat Rules

First of all I don’t really know anything about unarmed fighting except what I see on TV. This is a fairly simple system of attacks, blocks and counters. Using this system makes combat longer and more exciting. Characters choose attacks and how they defend against them. A lot of the moves are based on amateur wrestling because that’s what I know. The names for the moves depends on the style that the character learns. The names I use are based off wrestling and what they look like. Feel free to change the names of the particular attacks.
This system is for people who want their character to be anything but the typical fighter. It requires a feat to access it and has its own feat tree that allows a character to improve their abilities. It gives unarmed combat a better flavor and makes grappling a more dangerous circumstance. If you don’t want combat to be a major part of your campaign don’t use this system. If you do use this system you’ll want to restrict unarmed combat feats that already exist. You could limit characters to feats from this system or the normal unarmed combat feats.

Feat Tree
This section deals with the feats that the characters may take to improve their unarmed fighting abilities. This system is based on western fighting styles but an eastern philosophy that uses training to gain a better knowledge of one’s self.

Martial Artist (D&D) / Improved Unarmed Combat (Star Wars)
Prerequisites: Strength 14+, BAB +1
Benefits: Unarmed attack damage is 1D6 and when fighting unarmed score a critical on a 20.
Calm
Prerequisites: Concentration 6 ranks
Benefit: If the character waits one round before entering combat they gain a +1 bonus to attacks for the next 3 rounds.
Move Focus
Prerequisites: BAB +3, Martial Artist
Benefit: When this feat is chosen the character chooses one unarmed attack type. The character gains a +1 bonus to attack rolls when using that attack type.
Special: This feat may be taken more than once. Each time it applies to a different attack type.
Move Specialization
Prerequisites: BAB +6, Move Focus
Benefit: When this feat is chosen the character chooses one unarmed attack type. The character gains a +2 bonus to damage with that attack type.
Special: This feat may be taken more than once. Each time it applies to a different attack type.
Counter Focus
Prerequisites: Dexterity 15+, Martial Artist
Benefit: When this feat is chosen the character chooses one counter type. The character gains a +1 bonus when using that counter type.
Special: This feat may be taken more than once. Each time it applies to a different counter type.
Block Focus
Prerequisites: Constitution 14+, Martial Artist
Benefit: When the character takes this feat they choose one block type. When using that block type the character gains a +1 bonus to attack roll.
Special: This feat may be taken more than once. Each time it applies to a different block type.
Block Specialization
Prerequisites: Reflex Save +5, Martial Artist
Benefit: When the character takes this feat they choose one block type. When using that block type the penalty to reflex save is reduced to half rounded down.
Special: This feat may be taken more than once. Each time it applies to a different block type.
Weapon Defense
Prerequisites: Reflex Save +4, Martial Artist
Benefit: With this feat the character may make an unarmed block attempt against a character wielding a weapon as if they were blocking a grapple attack (any modifiers the character gains to grapple attacks doesn’t apply).

Attacks
The beginning part of this system focuses on the different attack types that the characters can perform. The moves are done in normal stance or after locking an opponent in a grapple. Punches are the standard attacks, they have no great benefits but no real drawbacks. Kicks are slightly stronger than punches but have more harmful reversals. Takedowns are equal in damage to kicks but are pretty hard to hit. Throws are the strongest attacks but have reversals that give an advantage to the defender. Holds are equal to punches in damage but allow the character the character to continue grappling.
Punch: The punch is a straight forward hand attack. They are the basic attack for all unarmed combat fighters and the base movement in all attacks. When using a punch attack the character suffers no penalty to attack and gains no bonus to damage.

Kick: The kick is an attack with the foot. There are several ways to deliver a kick attack but it is merely a style choice and doesn’t affect the characteristics of the attack. When using a punch attack the character suffers no penalty to attack and gains a +1 bonus to damage.

Throws: The throw is a powerful attack that is based on using the ground and the enemies force against them. Using a throw leaves the character open to attacks but has a significant benefit. To use a throw a character must first successfully grapple with the target and then perform the attack. The penalties and benefits depend on the throw type used.
High Throw (Shoulder Throw): The character grapples the target does a 180 spin and throws the target over their shoulder. This has a high damage potential but is easy to counter and reverse. When using this attack the character suffers a -2 penalty but gains a +3 bonus to damage and the target is prone until their next action.
Medium Throw (Hiptoss): The character puts their arm through the target’s arm turns 90 degrees and flips them over their hip. This is a common attack used by even low skilled fighters but still remains a potent move in a trained fighters arsenal. The character suffers a -1 penalty to attack but gains a +2 bonus to damage and the target is prone until their next turn. Low Throw (Snapmare): The character does a 180 spin, drops to their knees and flips the target over their shoulder. This throw uses less height but more force than the other throws. The character suffers a -1 penalty to attack but gains a +2 bonus to damage and the target is prone until their next action.

Holds: The hold is a weak attack initially but can be maintained to do damage over a period of time. Some styles don’t use holds but many newer styles recognize them as useful attacks. The character must get the target in a hold before they may perform a hold.
High Hold (Sleeper Hold): The sleeper hold cuts off the characters blood flow to the head and causes them to pass out. The character suffers a -1 penalty to attack but gains a cumulative +1 bonus to damage for each round they can successfully perform the sleeper hold attack. If the character maintains the hold for 3 rounds the target falls asleep for 1D6-1 rounds.
Medium Hold (Hammerlock): The hammerlock grabs an arm and pushes it up pulling the arm out of the shoulder socket. The move isn’t too bad initially but the pain adds up. When the character applies the hammerlock they name which arm they are targeting. The character suffers a -1 penalty to attack but gains a cumulative +1 bonus to damage for each round they successfully perform the hammerlock attack. If the character maintains the hold for 3 rounds the target suffers a -1 penalty to attacks with that arm.
Low Hold (Fireman’s Carry): While initially a tackle the move turns into a dragon sleeper. The most damaging hold in the arsenal. The character suffers a -2 penalty to attack but gains a cumulative +2 bonus to attack for each round the hold is held. If the character maintains the hold for 3 rounds the target falls asleep for 1D6 rounds.

Tackles: The tackle is a quick hard attack that knocks the target down. Despite the name a tackle is not a tackle in the normal sense of the word. They are similar to throws but instead of throwing the character up and using gravity they use the character’s strength to take the target down hard. The character must get the target in a grapple before they may perform a tackle.
High Tackle (Forward Leg Sweep): The character puts one arm across the target’s shoulder and puts one foot behind them. The character then pushes the target over falling to the ground with them and then hopping back up. The character suffers a -2 penalty to attack but gains a +3 bonus to damage and the target is prone until their next turn.
Medium Tackle (Belly to Belly): The character grabs the target around the waist, lifts them up, turns 90 degrees and slams them to the ground. The character suffers a -2 penalty to attack and gains a +3 bonus to damage the target is prone until their next turn.
Low Tackle (Double Leg Takedown): A true tackle the character ducks down and takes out the target’s legs knocking them down to the ground. The character suffers a -1 penalty to attack but gains a +1 bonus to damage the target is prone until their next turn.

Counters
Counters are used to block a move and then turn it into your own attack. These moves are generally weaker than attacks but allow you to defend against attacks and stop your opponent. When using a counter you use your lowest attack bonus is your base attack bonus.
Punch Counters
Over Shoulder: The most damaging counter in the system. The character turns with the punch, grabs the characters arm over their shoulder then lifts and flips the attacker over their shoulder. When using this counter the character suffers a -4 counter penalty but gains a +2 bonus to damage and the attacker is prone until their next action.
Counter Punch: The character blocks the punch with their forearm and then delivers their own punch. When using this counter the character suffers a -1 penalty to attack and does normal damage.
Kick Counters
Leg Trip: The character grabs the attacker’s leg and then knocks their other leg out from underneath them. When using this counter the character suffers a -3 penalty to attack but gains a +2 bonus to damage and the attacker is prone until their next turn.
Field Goal: The character grabs the attacker’s leg and kicks them in the pills. When using this counter the character suffers a -2 penalty but gains a +2 bonus to damage.
Grapple Counters
Table
The left side is the counter’s target height and the top column is the attacks height.
0 / H / M / L
H / -0 / -1 / -2
M / -1 / -0 / -1
L / -2 / -1 / -0
Throw Counters
Arm Stretch (Low): When the attacker drops to deliver the snapmare the character grabs their arms and pushes their knee into the back of the attacker. When using this counter the character suffers a -2 penalty but gains a +1 cumulative bonus to damage for every round the hold is kept on.
Flip Landing (High): When the attacker attempts to flip the character and land them on their back the character does a complete flip and lands on their feet. When using this counter the character suffers a -1 penalty but may move up to 5’.
Hip Toss (Medium): When the attacker attempts a hip toss the character jumps to the side and then delivers their own hip toss. When using this counter the character suffers a -3 penalty but gains a +2 bonus to damage and the attacker is prone until their next action.
Hold Counters
Shoulder Throw (High): When the attacker puts the sleeper hold on the character grabs the attackers head and flips them over to the ground. When using this counter the character suffers a -4 penalty but gains a +2 bonus to damage and the attacker is prone until their next action.
Hammerlock (Medium): When the attacker attempts to put on a hammerlock the character slips behind them and puts their own hammerlock on. When using this counter the character suffers a -3 penalty but gains a cumulative +1 bonus to damage for each round the hold is held.
Knee to Face (Low): When the attacker attempts the fireman’s carry the character smashes their face into the attacker’s face. When using this counter the character suffers a -2 penalty but gains a +2 bonus to damage.
Tackle Counters
Back Leg Sweep (High): When the attacker attempts the forward leg sweep you trip them and knock them to the ground. When using this counter the character suffers a -4 penalty but gains a +2 bonus to damage and the attacker is prone until their next action.
Belly to Belly (Medium): When the attacker goes for a belly to belly the character delivers their own. When using this counter the character suffers a -4 penalty but gains a +3 bonus to damage.

Blocks

Blocks are similar to counters in that they result in stopping the attack but instead of delivering your own attack blocking just prevents your character from taking damage. All blocks use the highest attack bonus the character has available and applies a penalty to the roll. If the character succeeds they block the attack and then make a reflex save against the damage number. The reflex save result is subtracted from the amount of damage the character takes and the result is the final damage.
A punch block inflicts a -2 penalty to attack roll and a -1 penalty to the reflex save.
A kick block inflicts a -3 penalty to attack roll and a -3 penalty to reflex save.
A grapple attack block inflicts a -3 penalty to attack roll and a -6 penalty to reflex save.