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View Full Version : [3.5] Matapor Street Wrestler PrC (help!)



Peregrine
2009-06-17, 06:02 AM
Okay, I need some help. I have to finish this PrC for one of my players in time for a game this Sunday. In time for him to level up in time for the game on Sunday, actually.

Background to my predicament
See, I've got a player in my group who's playing a rogue/monk. Since the barbarian left, the mantle of main melee combatant has fallen on the monk's shoulders. Fortunately, he's the most experienced player (not hard -- the others were all first-timers when we started), so he can pull it off despite the deficiencies of the monk class.

And he's been looking for a prestige class, particularly looking at classes that will let him trade some unwanted supernatural monk powers for martial prowess. Poor guy was looking at the Shou Disciple, which to my eyes suffers even more from a lack of synergy between its class features than the monk does.


If you're happy with it, knock yourself out. But personally, I would recommend that, if you want to play a more-martial less-supernatural monk, you say to your DM, 'O wise and gracious DM, I humbly beg to play a more-martial, less-supernatural monk, could you please write me a prestige class and world-appropriate hooks?' And then the wise and gracious DM would write a class that may perhaps use the Shou Disciple as a starting point, but which makes sense.


'O wise and gracious DM, I... wait, what?

You're cool with that?

*facepalm*

And so was born the...

Matapor Street Wrestler

Fluff
Wrestling is an extremely popular sport in the streets of Matapor. It unites the rich and poor, merchants and labourers, nobles and commoners; and skilled street wrestlers can win acclaim, wealth, and prestige the equal of any merchant, or even of the nobility.

The Matapor style of fighting has spread throughout the Trade Coast. "Wrestling" is perhaps a misnomer, as Matapor street wrestling encompasses grappling, boxing, and fighting with the one-handed staff (treat as a club) and other light weapons. Wrestling bouts are more than just common brawls; the Matapor style encourages quick movement, careful timing, and clever tactics. Wearing little or no armour, Matapor street wrestlers leap about,

A street wrestle might be conducted one-on-one, but group fights (between teams or all-in) are more common. More exotic rules are also used on an ad hoc basis, often to showcase the unique skills of particular wrestlers -- blindfold matches, for instance, or one-on-many fights. A great deal of money is bet on matches, and a cut always goes to the winner or winners; victory may be determined by knockout, submission, or crowd acclamation after a period of time. There are also rumours of an underground wrestling scene -- knife fights, blood matches, even fights to the death. Such rumours are, of course, firmly denied in public.

Among the many and varied backgrounds from which Matapor street wrestlers come, Liomo "the Heron" stands out. Master Liomo emigrated to Matapor some thirty years ago, and soon began developing a style of fighting blending the local wrestling with great discipline and rigour, a style which he taught to others. Heron schools can now be found in all the cities of the Trade Coast. All wrestlers of the Heron school obey the code of Master Liomo: to never strike in anger, to defend the weak and fearful, and to devote themselves to self-improvement and encourage others to do likewise. They do not accept money from gambling on their fights, though they are permitted to accept small perks like lodgings and meals. They are also expressly forbidden to take part in the underground wrestling scene, which may be an admission that it exists.

Playing a Matapor street wrestler
Despite their lack of armour, Matapor street wrestlers are often harder to hit than a soldier in full plate, especially against touch attacks. Nonetheless, their relatively low hit points mean they cannot take too heavy a beating, and so they are at their best as part of a team. A Matapor street wrestler paired with a barbarian or fighter can tie down multiple opponents, and open holes in their defences for their hard-hitting friend to exploit. Two or more Matapor street wrestlers can be a nightmare for opponents, as they each distract and frustrate opponents trying to attack the other.

Matapor street wrestlers also make competent second-row fighters, defending the more vulnerable members of a party and venturing forth to strike targets of opportunity. However, a Matapor street wrestler is weak against ranged attacks and should never try to stand his ground at a distance.

Fighters, barbarians, rogues, and multiclass combinations of these classes, make up the majority of Matapor street wrestlers. Most of the rest are monks, and most of those are students of the Heron School.

Hit die: d8

Requirements
Base attack bonus: +5
Skills: Balance 4 ranks, Tumble 4 ranks (+ Jump? Depends on what the movement feature turns out like)
Feats: Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed Strike
Special: Matapor street wrestlers of the Heron school must be lawful good or lawful neutral, and obey the code of Master Liomo. In return, they may multiclass freely between the monk and Matapor street wrestler classes. A wrestler of the Heron school who violates the code, or who becomes evil or non-lawful, retains all class features, but may not return to the Heron school or gain further monk levels until he atones.

Class skills
The Matapor street wrestler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Tumble (Dex).

Skill points at each level: 4 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special|Flurry|AC|Dmg¹
1st|+0|+2|+2|+0|Flurry of blows, unarmed damage|−2/−2|+1|1d6
2nd|+1|+3|+3|+0|Frustrate +1, harass|−2/−2|+1|1d6
3rd|+2|+3|+3|+1|Distract, uncanny dodge|−2/−2|+1|1d6
4th|+3|+4|+4|+1|Frustrate +2|−2/−2|+2|1d8
5th|+3|+4|+4|+1|Evasive manoeuvres|−1/−1|+2|1d8
6th|+4|+5|+5|+2|Frustrate +3, throw|−1/−1|+2|1d8
7th|+5|+5|+5|+2|Ground fighting, improved uncanny dodge|−1/−1|+3|1d8
8th|+6|+6|+6|+2|Frustrate +4, movement improvement|−1/−1|+3|1d10
9th|+6|+6|+6|+3|Grapple improvement|+0/+0|+3|1d10
10th|+7|+7|+7|+3|Capstone, frustrate +5|+0/+0|+4|1d10[/table]
¹ The value shown is for Medium characters.

Weapon and armour proficiency: A Matapor street wrestler gains no additional weapon or armour proficiencies.

AC bonus (Ex): A Matapor street wrestler specialises in evading the attacks of multiple opponents. At 1st level, and every three levels after (4th, 7th and 10th), he gains a +1 dodge bonus to AC against all opponents of which he is aware. This bonus stacks with other dodge bonuses, including that gained from the Dodge feat.

Flurry of blows (Ex): A Matapor street wrestler may strike with a flurry of blows, as a monk of his level. Unlike a monk, a Matapor street wrestler may use a flurry of blows when wearing light or no armour, and may use any light simple weapon with which he is proficient as part of the flurry.

If a Matapor street wrestler also has levels in the monk class, his levels in both classes stack to determine the penalty for flurry of blows and the number of bonus attacks, and he may use special monk weapons as part of a flurry. However, restrictions apply as for a monk; he must wear no armour and flurry only with special monk weapons, or else be limited to the flurry of blows gained from his Matapor street wrestler levels.

Unarmed damage (Ex): A Matapor street wrestler deals more damage with his unarmed strikes than a normal person would, as a monk of his level. If a Matapor street wrestler also has levels in the monk class, his levels in both classes stack to determine his unarmed damage.

Frustrate (Ex): A Matapor street wrestler knows how to evade attack after attack, then launch a punishing counterstrike when the attack falters. At 2nd level and higher, if the opponent to which his Dodge feat applies makes a melee attack against a Matapor street wrestler and misses, he gains a +1 bonus to attacks against that opponent until the end of his next turn (or until he applies his Dodge feat to a new opponent). These bonuses are cumulative for multiple failed attacks from the same opponent, up to a maximum bonus of half his class level.

Harass (Ex): A Matapor street wrestler knows how to find openings others would miss. At 2nd level or higher, whenever an opponent attempts a Concentration or Tumble check to avoid provoking an attack of opportunity from a Matapor street wrestler, the opponent must beat the required DC by a number equal to the Matapor street wrestler's class level or provoke an attack of opportunity. (If the opponent fails to even reach the normal DC for a Concentration check, they simply lose their action as normal, without provoking an attack of opportunity.)

Distract (Ex): A Matapor street wrestler of 3rd level or higher can perform the aid another special attack in place of a melee attack (instead of as a standard action). Additionally, he may make an attack of opportunity to use the aid another action when an opponent within reach of his unarmed strike attacks one of his allies. A Matapor street wrestler may only make one such attack per round, even if he is entitled to multiple attacks of opportunity.

Uncanny Dodge (Ex): A Matapor street wrestler of 3rd level or higher retains his Dexterity bonus to AC (if any), even if caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If he gains uncanny dodge from a second class, the Matapor street wrestler automatically gains improved uncanny dodge (see below).

Evasive manoeuvres (Ex): A Matapor street wrestler of 5th level or higher can foil many combat manoeuvres with timing and agility. When targeted by one of these special attacks, he may move to an adjacent unoccupied square in the following circumstances:
Trip: If he succeeds on the opposed Strength or Dexterity roll to resist being tripped. (He cannot also attempt to trip the opponent who failed to trip him.)
Grapple: If he succeeds on the opposed grapple check to resist entering a grapple.
Overrun: If he chooses to avoid the overrun. (He may always choose to avoid an overrun, even against an opponent with the Improved Overrun feat.)
Bull rush: By making a Reflex save in place of a Strength check. (The opponent is not prevented from entering the Matapor street wrestler's square.)
A Matapor street wrestler can only move in this manner once per round. This movement does not provoke attacks of opportunity and does not count against his movement for the round. It does not count as the Matapor street wrestler's five-foot step for the round, but it cannot be used if he is unable to take a five-foot step due to difficult terrain, darkness, or other adverse conditions.

Throw (Ex): A Matapor street wrestler of 6th level or higher can toss opponents around with ease. As a full-round action, he can move an opponent from one square to another, within range of his unarmed strike.

Make an unarmed melee touch attack, as normal for starting a grapple.
Make a grapple check to hold the opponent and deal unarmed strike damage; do not move into the opponent's space.
Make a grapple check to move the opponent to any other square you threaten with your unarmed strike. The opponent lands prone.

This movement does not provoke attacks of opportunity. An opponent already grappling another character can only be thrown if the other character(s) in the grapple voluntarily release the opponent.

Ground fighting (Ex): A Matapor street wrestler on the ground is scarcely less dangerous than one on his feet. At 7th level, he takes no penalties to attacks or AC for being prone, though he still receives the bonus to AC against ranged attacks. He does not provoke attacks of opportunity when standing from prone.

Additionally, he gains a +4 bonus to grapple checks made to begin or hold a pin, or to resist or break another's pin.

Improved uncanny dodge (Ex): A Matapor street wrestler of 7th level or higher can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the Matapor street wrestler.

The exception to this defense is that a rogue at least four levels higher than the Matapor street wrestler can flank him (and thus sneak attack him).

If Matapor street wrestler gains uncanny dodge (see above) from a second class, he automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank him.

Movement improvement (Ex): 8th level? Burst of speed 1/encounter, movement skill bonuses.

Grapple improvement (Ex): No longer lose Dex while grappling, still threaten with unarmed strikes.

Capstone (Ex): ??? Pounce when using burst of speed?

(TODO: Come up with good names for class features. "Harass" and "Distract" are pretty blah, but I'm not into names like "Step of Seven Dancing Angels" or "Rouse the Blinded Bull" either. Maybe I'll keep those two, then. But what about "Movement Improvement" and "Grapple Improvement"? And "Throw"?)

[hr]
So, as you can see, I've got some class features that need filling out, rough edges that need polishing, and balance that needs checking. And I've left it too late to be confident of doing a good job on my own. "Help me Homebrewan Kenobi, you're my only hope!" :smallfrown:

Bhu
2009-06-17, 06:19 AM
For the unarmed strike damage and flurry, wouldnt it be easier to give it a 1st level abilit saying "your monk and street wrestler of matapor levels stack for purposes of determining your unarmed strike damage and ability with flurry of blows"?

DracoDei
2009-06-17, 08:57 AM
Ok, let me nit-pick something that will make your job much much easier.

You DON'T have to finish this class by Sunday. You have to finish the FIRST LEVEL of this class by Sunday, (or two or three if you are skipping ahead for the sake of the plot). And remember that as a homebrew, the occasion retcon may be needed.

Now going to actually read the class.

Peregrine
2009-06-17, 09:32 AM
For the unarmed strike damage and flurry, wouldnt it be easier to give it a 1st level abilit saying "your monk and street wrestler of matapor levels stack for purposes of determining your unarmed strike damage and ability with flurry of blows"?

I could, but that would sort of imply that you need monk levels to take this class. You don't, though you do get obvious benefits. (Contrast with the Shou Disciple, which contrary to its flavour text, is nigh useless if you aren't a monk already... I need to stop ranting about that class though.)

And the street wrestler's flurry has different rules about weapons and armour, if you don't stack it with monk levels. (The final fluff text will have some stuff about how they typically fight unarmed or with short staves... but there are underground fighting rings where they fight with knives and other weapons.) Sure, it'd be simpler if I just scrapped that and went with what you said, but I don't wanna. :smalltongue:


Ok, let me nit-pick something that will make your job much much easier.

You DON'T have to finish this class by Sunday. You have to finish the FIRST LEVEL of this class by Sunday, (or two or three if you are skipping ahead for the sake of the plot). And remember that as a homebrew, the occasion retcon may be needed.

True. I had thought of that, but then I forgot and went back to thinking I need to finish it all off. Funnily enough though, the class skills are one thing that seems to be giving me more of a headache than it ought to -- I really don't know why, it's like writer's block -- and I do need that part done in time. (I've also had some trouble with the prerequisites, but I finally realised it doesn't matter: I'm making it for this player, so I can and will make sure the prerequisites are things he's already met.)

DracoDei
2009-06-17, 02:12 PM
Giving Move Silently, but not hide doesn't make the most sense. The "fluff" you have given isn't what I consider fluff, but rather mechanical play suggestions. I say this because knowing what I ACTUALLY consider to be fluff, what being a member of this class means as far as type of training, goals, organizations, motivations, and place in society would be very helpful in coming up with the skills... but I guess I might try to deduce that sort of thing by actually reading the abilities. Ok, I have now read that, and the only other ones that seem especially needed to go along with what little I can get from it are Balance and Concentration.

EDIT: I assume "Throw" does not cause the opponent to Provoke, and "Evasive Manuvers" does not Provoke from anyone (neither the one you are evading, nor anyone else)?

Peregrine
2009-06-18, 04:26 AM
Giving Move Silently, but not hide doesn't make the most sense.

Unfinished. I think I was just going through and writing down all the "movement" skills first off, because it should have those (except possibly Swim, but I may throw that in anyway).


The "fluff" you have given isn't what I consider fluff, but rather mechanical play suggestions.

Quite so. The fluff is not written yet and I just sort of bundled "Playing a Matapor Street Wrestler" into the same section for the time being.


I say this because knowing what I ACTUALLY consider to be fluff, what being a member of this class means as far as type of training, goals, organizations, motivations, and place in society would be very helpful in coming up with the skills...

Then I shall go bang my head against my writer's block immediately, and get you some fluff. :smallsmile:

Edit: Done! So are the class skills.


but I guess I might try to deduce that sort of thing by actually reading the abilities. Ok, I have now read that, and the only other ones that seem especially needed to go along with what little I can get from it are Balance and Concentration.

EDIT: I assume "Throw" does not cause the opponent to Provoke, and "Evasive Manuvers" does not Provoke from anyone (neither the one you are evading, nor anyone else)?

Throw will say as much once it's written, and Evasive Manoeuvres already says so. (I should also close the loophole around limited-movement situations... like a five-foot step, you can't use Evasive Manoeuvres when you're slowed down too much.) Done.

Edit: Hmm... I'm not sure about the dodge bonus... I've occasionally wondered whether it might not be too powerful, and it's kept me from adding uncanny dodge, which I feel would definitely make it too powerful. But then, what about characters who enter the class with uncanny dodge already?

And so I was thinking today, maybe I should make it so that instead of an always-on dodge bonus, you instead get an extra +1 to AC for each point of BAB you trade with Combat Expertise, up to +1/+2/+3/+4 at the levels already noted. Thoughts?

Edit again: Ground Fighting is now done too.

DracoDei
2009-06-18, 05:51 AM
Your idea about the dodge bonus doesn't really work since it would basically make that an implied pre-requisite... technically possible, but not advisable.

And Monk grants an AC bonus for levels on top of the WIS to AC thing (so does Dwarven Defender) so I don't think there is really a problem.

Peregrine
2009-06-18, 06:51 AM
Your idea about the dodge bonus doesn't really work since it would basically make that an implied pre-requisite... technically possible, but not advisable.

Make what, Combat Expertise? *checks* Hey, why isn't it a prerequisite? I'd meant it to be... I think... maybe I got confused between Expertise and Reflexes?

Maybe I should swap those. Combat Expertise really fits the class -- and Combat Reflexes does, but not quite as much.


And Monk grants an AC bonus for levels on top of the WIS to AC thing (so does Dwarven Defender) so I don't think there is really a problem.

Yes, but monks get +4 over 20 levels, not +4 over 10... but that's exactly what the dwarven defender gets. Plus uncanny dodge/improved uncanny dodge. Okay, point well taken. I may have to work uncanny dodge in after all. :smallsmile:

Thanks DracoDei.

Peregrine
2009-06-19, 09:14 AM
*ka-bump* Okay, I've done everything but the last three class features. And I'm still deciding whether, and where, to put in Uncanny Dodge. I'm thinking 3rd and 7th levels, they're looking a bit bare... and maybe swap Throw and Evasive Manoeuvres, because 5th level is also a bit weak. (EDIT: Okay, done.)

I've got enough to get by this weekend, but I'd still like to get this done and dusted. Anybody got ideas?