Incapacitator: By gripping the opponent and twisting his joints, the martial artist can render one finger, arm, or leg useless for 24 hours and cause 1d4 hp damage in addition to his normal martial arts damage.
If the incapacitator’s attack roll is successful, the maneuver does the damage noted above and the opponent must make a saving throw vs. paralyzation. If he fails the saving throw, the appropriate limb is rendered useless. If he makes the saving throw, the damage remains but there is no paralysis.
Application of a cure wounds or remove paralysis spell will eliminate the paralyzing effects of this attack.
When the Attack Roll Fails: The martial artist suffers no ill effects.
Weapons Allowed: chain weapons, rope weapons, lash weapons, clubbing weapons, karate weapons, staves, and spears (using shaft) tight groups.
Agreed with Rhys that the “normal martial arts damage” refers to the Monks normal Principal attack method.