Way of the Mighty Maul
The Way of the Mighty Maul, smash-fu pejoratively, is a martial art style practiced by half-ogres in The Leitan Peninsula. Considering half-ogre physical characteristics, the style focuses on powerful strikes and eating mass quantities. The Way of the Mighty Maul embraces the raw power and primal nature of the half-ogre, providing them with a straightforward yet effective combat style suited to their physical attributes.
B - Ground Tremor Stance - The Grape Stomp - Utilizing the large and sturdy build that half-ogres are renowned for the Grape Stomp incorporates a low wide stance making it difficult for opponents to topple the half-ogre. At the cost of 2 food points, a practicioner may power a Grape Stomp.
The Grape Stomp has two effects. 1. Until the monk's next initiative rolls on the Overbearing Table (p. 73 of DMG) are made at -50%. 2. All creatures within 5 feet of the monk must make a saving throw vs. paralyzation or be stunned for d3 rounds.
C - Rock Hard Defense - Half-ogres are tough, resilliant, and durable. Way of the Mighty Maul emphasizes blocking and parrying with the arms. A monk can spend 4 food points to ignore the damage from any slashing, stabbing, peircing, or bludgeoning attack.
D - Club Hand Grapples - Simply put, medium sized and smaller opponents can be grappled with a single half-orgre hand. Should the half-ogre succeed in grappling with both hands, the half-ogre can weild the opponent like a club and inflict massive ammounts of damage to both the opponent and a possible new target. A Club Hand Grapple consumes 3 food points and does 2d6 damage the first time, 3d6 damage the next, and so on. The dice are reset to 2d6 if a round passes with out the rage.
E - Mud Wrestling/Dirty Fighting - Way of the Mighty Maul incorporates techniques inspired by mud wrestling, where slipping and sliding are turned into advantages. Half-ogres can use the environment to trip opponents or make sudden, unexpected moves.
Half-ogres may ignore grappling penalties where their opponent is slippery. If a smash-fu practicioner is slippery they receive a 30% defender bonus when being grappled and they gain a 25% attacker bonus for being slippery.
For one food point, the monk can gain a +100% on a grapple attack if they can utilize something from their environment creatively. e.g. toss a banana peel to make opponent slip. It is up the the player to describe an appropriately creative and plausible event.
F - Mighty Belch - This ability is directed at a foe the monk is facing. A save vs. paralyzation is required to avoid being stunned for d2 rounds. This belch requires 1 food point.
G - Adaptive Combat - Finesse is not in the typical half-ogre's vocabulary. Utilizing surrounding features, props, and objects as an improvised weapon gains a bonus to hit and damage. The monk will still inflict level based damage from the Player's Handbook but will gain an additional +2 for each consecutive round the player has attacked with (and destroyed) an improvised object against this foe.
H - Rage Meditation - The monk can focus its rage into a powerful attack. A monk may spend 1 food point and 1 round finding their rage. The next round they may either continue focusing and spend an additioanl food point, attack, or let the rage pass. For every round focused, the monk gains a +1 to damage if the monk hits. The rage passes regardless if the monk hit or not.
Special Abilities
A - Power Strike - Given the immense strength of the half-ogre, Way of the Mighty Maul focuses on powerful strikes. Devestating punches, lethal kicks, and crippling elbow stikes are practiced that capitalize on thier brute force. At the cost of 1 food point, a practicioner may power a combat roll as a power strike. If the blow lands, it does 1d10+1/level of damage.B - Ground Tremor Stance - The Grape Stomp - Utilizing the large and sturdy build that half-ogres are renowned for the Grape Stomp incorporates a low wide stance making it difficult for opponents to topple the half-ogre. At the cost of 2 food points, a practicioner may power a Grape Stomp.
The Grape Stomp has two effects. 1. Until the monk's next initiative rolls on the Overbearing Table (p. 73 of DMG) are made at -50%. 2. All creatures within 5 feet of the monk must make a saving throw vs. paralyzation or be stunned for d3 rounds.
C - Rock Hard Defense - Half-ogres are tough, resilliant, and durable. Way of the Mighty Maul emphasizes blocking and parrying with the arms. A monk can spend 4 food points to ignore the damage from any slashing, stabbing, peircing, or bludgeoning attack.
D - Club Hand Grapples - Simply put, medium sized and smaller opponents can be grappled with a single half-orgre hand. Should the half-ogre succeed in grappling with both hands, the half-ogre can weild the opponent like a club and inflict massive ammounts of damage to both the opponent and a possible new target. A Club Hand Grapple consumes 3 food points and does 2d6 damage the first time, 3d6 damage the next, and so on. The dice are reset to 2d6 if a round passes with out the rage.
E - Mud Wrestling/Dirty Fighting - Way of the Mighty Maul incorporates techniques inspired by mud wrestling, where slipping and sliding are turned into advantages. Half-ogres can use the environment to trip opponents or make sudden, unexpected moves.
Half-ogres may ignore grappling penalties where their opponent is slippery. If a smash-fu practicioner is slippery they receive a 30% defender bonus when being grappled and they gain a 25% attacker bonus for being slippery.
For one food point, the monk can gain a +100% on a grapple attack if they can utilize something from their environment creatively. e.g. toss a banana peel to make opponent slip. It is up the the player to describe an appropriately creative and plausible event.
F - Mighty Belch - This ability is directed at a foe the monk is facing. A save vs. paralyzation is required to avoid being stunned for d2 rounds. This belch requires 1 food point.
G - Adaptive Combat - Finesse is not in the typical half-ogre's vocabulary. Utilizing surrounding features, props, and objects as an improvised weapon gains a bonus to hit and damage. The monk will still inflict level based damage from the Player's Handbook but will gain an additional +2 for each consecutive round the player has attacked with (and destroyed) an improvised object against this foe.
H - Rage Meditation - The monk can focus its rage into a powerful attack. A monk may spend 1 food point and 1 round finding their rage. The next round they may either continue focusing and spend an additioanl food point, attack, or let the rage pass. For every round focused, the monk gains a +1 to damage if the monk hits. The rage passes regardless if the monk hit or not.
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