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THE WRESTLER, BROTHER

Jul 28th, 2016
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  1. Hit Die: d8
  2. BAB: Good
  3. Fort: Cleric
  4. Ref: Rogue
  5. Will: Fighter
  6.  
  7. Skills
  8. Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Local), Listen, Perform (Acting), Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble
  9. Skill points: 4+int
  10. Level 1: x4
  11.  
  12. 1 Big Hands, Agile Body
  13. 2 Style Attack A
  14. 3 Costume style
  15. 4 Style Attack B
  16. 5 Style Attack A, Feat
  17. 6 Style Attack C
  18. 7 Costume Style
  19. 8 Style Attack A, Style Attack B
  20. 9
  21. 10 Style Attack C, Feat
  22. 11 Style Attack A, Costume Style
  23. 12 Style Attack B
  24. 13
  25. 14 Style Attack A, Style Attack C
  26. 15 Costume Style, Feat
  27. 16 Style Attack B
  28. 17
  29. 18 Style Attack C
  30. 19 Costume Style
  31. 20 Style Attack B, Feat, Wrestling Legend
  32.  
  33.  
  34. BIG HANDS
  35. At level 1, the wrestler has mastered unarmed strikes. The wrestler is always considered armed and doesn't invoke an attack of opportunity for the following while unarmed: disarm attacks, grapple checks, trip attacks, and unarmed strikes.
  36.  
  37. Additionally, the wrestler deals unarmed damage based on his size and level:
  38. Level 1-5 S: 1d3 M: 1d4 L: 1d6 H: 1d8
  39. Level 6-10 S: 1d4 M: 1d6 L: 1d8 H: 2d6
  40. Level 11-15 S: 1d6 M: 1d8 L: 2d6 H: 3d6
  41. Level 16-20 S: 1d8 M: 2d6 L: 3d6 H: 4d6
  42.  
  43. AGILE BODY
  44. A wrestler gains an armor bonus based on his level. He loses this bonus while wearing armor.
  45. 1-2 +2
  46. 3-5 +3
  47. 6-8 +4
  48. 9-11 +5
  49. 12-14 +6
  50. 15-17 +7
  51. 18-20 +8
  52. This armor bonus applies to touch AC
  53.  
  54. COSTUME STYLE
  55. At level 3, choose your costume style, between Devil (Diablo) or Power (Fuerte).
  56.  
  57. Wrestlers gain the following supernatural abilities
  58. A wrestler with a Devil costume gains the following-
  59. Level 3: Diabolic Grace- The wrestler adds his Charisma modifier to his saves
  60. Level 7: Diabolic Grip- Every round the wrestler maintains a grapple, he deals damage equal to his charisma modifier to the grappled opponent
  61. Level 11: Diabolic Trickery- When you use bluff to feint, you can take a melee attack at -4 as a free action.
  62. Level 15: Diabolic Tools- All items are weapons, and you can deal unarmed damage with them
  63. Level 19: Diabolic Hold- Add 1/2 your wrestler level to grapple checks vs opposite aligned characters or Powerful Wreslters.
  64.  
  65. A wrestler with a Power costume gains the following-
  66. Level 3: Powerful Body- The wrestler adds double his Constitution bonus to his HP
  67. Level 7: Powerful Fists- The wrestler is treated as one size larger for unarmed strikes
  68. Level 11: Powerful Escape- You add 1/3 your wrestler level to escape artist checks
  69. Level 15: Powerful Comeback- 1/day, when you reach 0 HP, make a fort save. You recover twice that much HP.
  70. Level 19: Powerful High Fly- Once a minute, for 1d4 rounds, you can fly. Your fly speed is 20, good maneuverability.
  71.  
  72.  
  73. STYLE ATTACKS
  74.  
  75. Wrestlers get to do all sorts of wicked cool things when in the ring, in the temples, underground, or even in the outer planes. It comes with the profession. Whenever you gain a Style Attack class feature, choose one of the following to add to your repetiore. You can only have one Style Attack active at once, and activating one is a move action that doesn't provoke an attack of opportunity.
  76.  
  77. Style Attack A
  78.  
  79. Stunning Blow (Ex)
  80. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Blow forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round.
  81. You can use this ability a number of times per day equal to your wrestler level.
  82.  
  83. Speed Training (Ex)
  84. Your ground movement speed increases by 5 ft for every two wrestler levels you have. If you have a burrowing/swim speed, it increases by 5 ft for every four levels, and if you have a fly speed, it increases by 5 ft for every five levels.
  85.  
  86. Take Em Away (Ex)
  87. While grappling, you retain half of your Dex bonus to AC, and you can make a grapple check to move up to your full speed with your grappled opponent. Additionally, you can still threaten squares adjacent to you.
  88. If you pin an opponent, you may move at half your speed that turn as part of the grapple action, in addition to any other movement you take.
  89.  
  90. Clothesline! (Ex)
  91. Once per round, when you hit with your bare hands, you can make a trip attack as a free action.
  92.  
  93. The Classic (Ex)
  94. Once per round, when you hit with your bare hands, you can make a grapple attack as a free action.
  95.  
  96. B
  97.  
  98. Huge Jumper (Ex)
  99. All long jump check DCs are divided by 5 and all high jump checks are divided by 4. Additionally, any Jump check with a DC of 10 or lower can be performed as a swift action.
  100.  
  101. Cannon Fists (Ex)
  102. A number of times per day equal to half your wrestler level, you can perform a knockback attack. To perform a knockback attack, roll to hit, at a -4 penalty. If you hit, your target has to make a reflex save (DC 10 + Wrestler Level + Str). Creatures add any size modifiers to this save. On a failed save, the creature is moved ten feet back and falls prone. On a successful save, you deal damage as normal, but you do not gain multiple attacks for this round.
  103. When using Cannon Fists, you may subtract as much from your attack roll as your base attack bonus, and every -4 increases the knockback range by 10 more feet, and adds +4 to the DC.
  104.  
  105. Shadow Boxing (Ex)
  106. A number of times per day equal to half your wrestler level, you can perform a terrifying attack. To perform a terrifying attack, roll to hit, at a -4 penalty. If you hit, your target has to make a will save (DC 10 + Wrestler Level + Cha). Creatures who fail become shaken for three rounds.
  107. If your costume style is Devil (Diablo), creatures who fail the save are shaken for a number aof rounds equal to your wrestler level, and those who succeed the save are still shaken for 1 round.
  108. This is a mind-affecting effect.
  109.  
  110. Diamond Muscles (Su)
  111. Whenever an attack is declared as a critical attack, there is a 25% chance the critical damage doesn't happen. You also gain DR/- equal to 1/3 your level.
  112. If your costume style is Powerful (Fuerte), you also gain Regeneration equal to your Con bonus. Mental or physical torture prevents this regeneration
  113.  
  114. STYLE ATTACK OUTTA NOWHERE
  115. A number of times per day equal to 1/2 your wrestler level, you can use an A or B style attack you know as a free action.
  116.  
  117. Two A options
  118. You can use two "A" Style Attacks at once, using them both as your Style Attack
  119.  
  120. C
  121.  
  122. Unrestrained Muscle (Su)
  123. A number of minutes per day equal to your Wrestler level x2, you gain freedom of movement, as the spell.
  124.  
  125. Inspirational Endurance (Su)
  126. You gain a pool of self healing equal to your Con bonus x double your Wrestler level. This replenishes every day.
  127.  
  128. Impact Tremors (Su)
  129. Similar to the Earthquake spell, the wrestler can slam into the ground and cause a tremor in the distance. This ability functions the same as the spell, except that the radius of effect is only 10 feet. The wrestler can use Impact Tremors three times per day.
  130.  
  131. Signature Finisher (Su)
  132. Choose an energy type: acid, cold, fire, or electricity.
  133. As a full round action, while grappling, you can deal damage equal to your wrestler level with this type.
  134. If your opponent is pinned, you can deal your level in damage as a standard action.
  135. If your opponent dies from this damage, they explode, dealing 6d6 damage to everyone in 30 feet except for you, with a Reflex save for half. (DC 10 + 1/2 Wrestler Level + Str)
  136.  
  137.  
  138. Two B options
  139. You can use two "B" Style Attacks at once, using them both as your Style Attack
  140.  
  141. FEATS
  142. At every fifth level, wrestlers get a bonus feat. This feat can be any bonus fighter feat, and the wrestler counts as a fighter for these feats.
  143.  
  144. WRESTLING LEGEND
  145. The wrestler is recognized for his greatness worldwide, gaining fame or infamy as expected for his deeds and misdeeds.
  146. The wrestler no longer has to worry about food, water, or shelter as his fans provide these things. And the wrestler can make simple requests of any fan, as well as dangerous requests every so often.
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