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View Full Version : Pathfinder The Grappler: A DnF Conversion!



MagnusExultatio
2014-04-01, 11:03 PM
http://i.imgur.com/1ltzWrT.png
"The moment we start to tango, you'll wish you had never asked me to dance."
The Grappler
Alignment: Any.
Hit Die: d10
Starting Wealth: 4d6*10 gp. In addition, the grappler begins play with an outfit worth 10 gp or less, and a sweet looking white headband they shouldn’t sell, but can if they want to.

The grappler’s skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill ranks per level: 6+Int.



Level
BAB
Fort
Ref
Will
Class Features


1
+1
+2
+2
+0
Iron-Willed, Grappler's Expertise, Iron Hands, Suplex, Intense Takedown, Bonus Feats


2
+2
+3
+3
+1
Low Attack, Feats of Strength


3
+3
+3
+3
+1
Fling


4
+4
+4
+4
+1
Grappler's Expertise, Counter-Grapple


5
+5
+4
+4
+1
Neck Snap, Shoulder Tackle


6
+6/+1
+5
+5
+2
Back Breaker, Bonus Feats, Sliding Grab, Touch the Sky, Your Huge Can't Save You


7
+7/+2
+5
+5
+2
Air Steiner, Bonus Feats, Unstoppable Grab, Grab Cannon


8
+8/+3
+6
+6
+2
Grappler's Expertise, Bonus Feats


9
+9/+4
+6
+6
+3
Spiral


10
+10/+5
+7
+7
+3
Sliding Grab (10), Grab Mastery, Shoulder Tackle ([Grapple])


11
+11/+6/+1
+7
+7
+3
Suplex (Damage), Intense Takedown (Damage), Elbow Shock


12
+12/+7/+2
+8
+8
+4
Cancel - Grab


13
+13/+8/+3
+8
+8
+4
Cyclone Suplex


14
+14/+9/+4
+9
+9
+4
Unstoppable Grab (Teleportation)


15
+15/+10/+5
+9
+9
+5
Grappler's Expertise, Air Steiner (Full Attack)


16
+16/+11/+6/+1
+10
+10
+5



17
+17/+12/+7/+2
+10
+10
+5
Giant Twister


18
+18/+13/+8/+3
+11
+11
+6



19
+19/+14/+9/+4
+12
+12
+6



20
+20/+15/+10/+5
+12
+12
+6
Sliding Grab (15)



Proficiencies: A grappler is proficient with all simple weapons, the tonfa, the blade boot, and the rope gauntlet. Grapplers are also proficient with light armor, but not shields.

Iron-Willed (Ex): A grappler’s mastery of grappling requires a certain amount of skill, sass, and glorious opportunity seized in steel-like fingers before it’s punched in the face or face-analogue, tossed away to land roughly on the ground, or simply mashed into it. One facet of these factors is represented in Focus, which is a mechanical measure of these abilities. Grapplers begin each encounter with an amount of points of Focus equal to their Constitution modifier plus one for every three levels of grappler. Through the means listed below, grapplers may gain additional points of Focus. A grappler cannot gain more points of Focus than their maximum, which is usually the amount of Focus you begin the encounter with (although feats, certain items, or class features may change that).

Critical Hit: Each time the grappler confirms a critical hit with a natural or manufactured weapon while in combat, they gain one point of Focus.
Perfect Grab: Each time the grappler rolls a natural 20 on a grapple combat maneuver check while in combat, they gain one point of Focus.
Killing Blow: Each time the grappler reduces a creature to 0 or fewer hit points or renders an enemy unconscious with an attack while in combat, they gain one point of Focus.
Breather: As a swift action while possessing less than or equal to half their maximum Focus, the grappler may gain one point of Focus, plus one more for every eight levels of grappler they possess.

In addition, the grappler gains a +1 bonus to their base Will save bonus at 1st level. This increases to a +2 bonus to base Will save bonus at 2nd level, and a +3 bonus to base Will save bonus at 17th level.

In double addition, while the grappler wears light or no armor, they gain a natural armor bonus equal to their Constitution modifier or their grappler level, whichever is lower.

Grappler’s Expertise (Ex): The grappler is a specialist in the noble, and occasionally homoerotic, art of grappling. A first level grappler receives a bonus to their CMB when performing a grapple equal to half their grappler level (round up) (min. 1). A grappler also receives this bonus to their CMD against grapples, when escaping grapples, and to saves made against effects that would impose the grappled condition. In addition, the grappler halves the penalty to grapple an enemy with one hand by half.

At 4th level, the grappler suffers no penalties on attack rolls from the grappled condition, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. In addition, creatures the grappler have grappled may not make a full attack, but may make standard attacks.

At 8th level, the grappler gains the grab special attack when using unarmed strikes and can use this ability against creatures his own size or smaller by spending 1 Focus, or against larger creatures by spending 2 Focus.

At 15th level, the grappler gains the ability to inflict their unarmed strike damage on any successful grapple check.

Iron Hands (Ex): The grappler gains the monk’s Unarmed Strike ability. This ability, for the purposes of prerequisites, class features, magic items, and so on and so forth, acts exactly like the monk’s Unarmed Strike ability. In addition, the grappler’s class levels count as monk levels for the purpose of gaining style feats and for advancing Unarmed Strike. In double addition, for weapons such as gauntlets, cestuses, brass knuckles, punching daggers, spiked gauntlets, blade boots, and rope gauntlets, the grappler may substitute the weapon’s damage die/dice with their unarmed damage die/dice and consider those weapons as being unarmed strike when wielded by the grappler.

Suplex (Ex): Suplex is a [Grapple] ability. As a swift, move, or standard action, you may activate this ability while you have an opponent grappled. You immediately move the target to an unoccupied square adjacent to you, ignoring all squares between your opponent’s initial and destination squares, deal damage equal to your unarmed attack, and knock the target prone. This ends the grapple.

At 11th level, the damage from Suplex increases to twice your unarmed attack.

Intense Takedown (Ex): When you deal damage with a [Grapple] ability, you may spend 1 point of Focus to deal your unarmed attack damage to the initial target of the [Grapple] ability, and then deal that same damage to enemies adjacent to the target. At 11th level, this ability’s damage upgrades to twice your unarmed attack damage.

Bonus Feats: At 1st level, the grappler gains Combat Expertise and Improved Grapple. At 6th level, the grappler gains Greater Grapple. At 7th level, the grappler gains Chokehold. At 8th level, the grappler gains Rapid Grappler.

Low Attack (Ex): While not an actual grappling art, the grappler has broadened their bases a little, and learned how to efficiently kick someone while they’re down. At 2nd level, as a swift action, the grappler may attack an enemy with an unarmed attack, dealing extra damage equal to their grappler level against the target if the target is prone.

Feats of Strength (Ex): At second level, the grappler gains a bonus to their Strength modifier when making Strength checks, and checks involving skills based on Strength equal to their grappler level. The grappler gains an equal bonus to their Strength for the purpose of determining carrying capacity.

Fling (Ex): Fling is a [Grapple] ability. As a swift, move, or standard action, a grappler of at least 3rd level may cast aside an opponent they have grappled. Make a grapple check, adding any bonuses you may gain to bull rush attempts as a bonus to this check. The grapple immediately ends, and the opponent is moved as if targeted by a successful bull rush in the direction of your choosing, and this movement is treated as if it were a bull rush for any special effects that would occur on a successful bull rush, such as, but not limited to feats such as Improved Bull Rush or Greater Bull Rush. The opponent’s movement from Fling avoids any impediments that would stop a grounded character, such as especially low walls or fences, since they are thrown. You do not move with your opponent. Any opponent in the way of an opponent affected by Fling is affected as if by a standard bull rush, except instead of rolling again, you use the existing combat maneuver check granted by this ability. Simply subtract 4 from it to determine the effect. You do not need to move your target the full distance of the bull rush, and you do not move with your opponent.

Alternately, you may aim the primary target of Fling downwards instead of any other direction. Treat them as striking a wall, where the wall is directly below the primary target.

When the primary target of Fling ends their movement, they take damage as if struck by your unarmed attack. If the primary target of Fling strikes a wall, they take 1d6 damage for every ten feet they had left to move. Secondary targets, that is, opponents who were in the way of the primary target, take 1d6 damage for every ten feet left in the primary target’s movement.

By spending 1 Focus, the grappler may activate Fling as an immediate action, although the only action that may be interrupted with Fling is the grappled target’s attempt to escape. Obviously, the target succeeds in escaping, but not in the way they would prefer.

At the grappler's option, they may exercise gentleness with Fling, causing it to deal no damage to the primary target. Typically, this is done with the intention of hurling allies across gaps.

At 13th level, the damage from Fling to the primary and secondary targets increases to twice your unarmed attack, the damage from striking a wall increases to 2d6, and the damage to secondary targets increases to 2d6.

Counter-Grapple (Ex): Not all grapples are initiated by the grappler. Sometimes, the grapple comes to them, and they take it for themselves. As an immediate action while in a grapple they do not control, a grappler may spend 1 Focus point to make a grapple check that can only be used to reverse the grapple, targeting the opponent who has grappled them.

Neck Snap (Ex): A 5th level grappler may use this somewhat ill-named ability as a standard action, and at the cost of 1 Focus point. The grappler makes an attack roll with their unarmed attack. If the grappler succeeds, they deal double the damage of their unarmed attack, and the target is either flat-footed against all attacks until the start of their next turn, or any concentration check the opponent would be forced to make as a result of this ability automatically fails. In addition, any concentration checks made before the end of the opponent’s next turn also automatically fail.

Shoulder Tackle (Ex): A 5th level grappler may use this ability as a full-round action. The grappler moves their speed in a straight line towards an enemy, and gains a +4 dodge bonus to AC against attacks of opportunity that are provoked by this movement. At their option, the grappler may spend points of Focus to increase their speed by 10’ per Focus spent, or they may spend points of Focus to increase the dodge bonus to AC against attacks of opportunity from this ability by 3 per Focus spent.

When the grappler comes within attacking distance of the target, the grappler may choose to make a single unarmed attack with a +2 bonus, dealing additional damage equal to their level and using their attack roll as the basis for a bull rush combat maneuver, but without provoking an attack of opportunity and increasing their attack roll by any bonus to bull rush attempts they receive. The grappler may push the enemy up to the maximum distance dictated by the results of the bull rush, and at the grappler’s option, the opponent is knocked prone at the end of the movement. The grappler does not move with their opponent.

At 10th level, the grappler gains a new way to use Shoulder Tackle. Instead of the bull rush, at the cost of 2 Focus points, the grappler may immediately initiate any [Grapple] ability they possess. If the ability requires the target to be grappled, the grappler immediately may attempt the grapple when paying the Focus points for this option.

Sliding Grab (Ex): By themselves, a grappler cannot always reach where they’d like to reach. But there are ways to circumvent this problem. At 6th level, through esoteric techniques, and just plain practice, a grappler makes the most of momentum. When the grappler maintains a grapple and chooses to move, the grappler gains a bonus to their speed equal to 5’ for every three levels of grappler, in addition to moving an additional 5 feet for every multiple of 5 in which the grappler beats their opponent’s CMD. Also, when activating any [Grapple] ability, the grappler may immediately move 5 feet in a direction of their choosing, bringing along whichever enemy they were grappling, or they may move 5 feet after the ability is resolved. This bonus increases to 10 feet at 10th level, and 15 at 20th level. The grappler provokes no attacks of opportunity for the movement allowed from a [Grapple] ability as a result of Sliding Grab.

Back Breaker: At 6th level, the grappler gains a new ability. By spending 3 points of Focus while grappling an opponent, the grappler may attempt to activate Suplex as an immediate action when attacked by an enemy that isn't grappled by the grappler, and chooses between one of the following benefits (this is gained in addition to activating Suplex):
Gain a dodge bonus to AC equal to half your level. If the attack misses you, or fails to affect you (such as if the attack is deflected), you may choose the attacker’s square as the destination square, dealing Suplex’s damage to the grappled target and the attacker, and knocking both prone in that square. If the attack succeeds in hitting you, resolve the attack and the Suplex as normal.
Make a grapple combat maneuver check against the creature you grappled. If you succeed, the incoming attack instead targets the grappled opponent, and automatically succeeds. If you fail, the grappled opponent breaks free from the grapple, and the incoming attack targets you as normal. The Suplex is then resolved as normal.
Touch the Sky (Ex): The 6th level grappler isn’t simply limited to the ground. Should they wish, those that hide in the air may find themselves humbled as the grappler displays truly impressive maneuverability. Not only is the grappler always considered to have a running start when jumping, but they also enjoy a +20 bonus to acrobatics checks to jump. This bonus increases by 10 at levels 9, 12, 15, and 18. In addition, the grappler’s excellent jumplomancy allows them to always take no damage from falling, and should the grappler roll well enough on their jump check to exceed their maximum movement for the round, they ignore that restriction. As a final bonus to their ability to leap great distances, the grappler reduces the acrobatics DC for high jumping to one per foot.

The grappler also gains a climb speed equal to their land speed, and a bonus to climb checks equal to the bonus to Touch the Sky's bonus to acrobatics checks to jump. The grappler's climb speed increases by ten feet at level 9, and an additional ten feet at levels 12, 15, and 18. Accelerated climbs always use the higher of double the grappler's climb speed or land speed. Finally, the grappler gains the option to climb impossible things. A perfectly smooth, flat vertical surface requires a DC 70 climb check. A perfectly smooth, flat overhang or ceilings requires a DC 100 Climb check.

Your Huge Can't Save You (Ex): Without a certain level of skill, grabbing things larger than you just makes you look very silly and ineffective. Most of the time. At 6th level, grapplers with this ability gain knowledge of how to best grapple larger enemies (for instance, trolls) without looking silly or failing. Against larger opponents, grapplers receive a bonus to their CMB and CMD when performing a grapple, or against a grapple equal to half the size bonus of that opponent, minimum 1.

Air Steiner (Ex): Air Steiner is a [Grapple] ability. At 7th level, the grappler may drive his enemies into the dirt in a new way: from the sky. As part of a full-round action you may make a jump check towards an opponent. At any time during your jump you may attempt a grapple combat maneuver check against an opponent within your reach. On a success, Air Steiner deals damage equal to twice the grappler’s unarmed attack damage and knocks their opponent prone. Sliding Grab only functions after Air Steiner’s success. If an airborne enemy is successfully affected by Air Steiner, they are brought to the ground before the damage occurs, and they incur falling damage as if they fell from their height, without any chance to slow their falling speed.

If the grapple check fails, the grappler is knocked prone adjacent to the target, and may suffer falling damage as a result.

At 15th level, this ability upgrades. By spending 1 Focus point, the grappler may perform a full attack against the target after the jump check’s success, but before the grapple combat maneuver check is initiated. Low Attack may be used before or after the full attack if you have the required action available, but it must occur before the grapple check.

Unstoppable Grab (Ex): At 7th level, a grappler gains the potent ability to grab the ungrabbable. By spending 2 points of Focus as a swift action when a grapple would fail due to a freedom of movement effect, the grappler may ignore that effect and attempt the grapple anyways. Unstoppable Grab lasts until the grapple is ended by any means.

This ability upgrades itself at 14th level, gaining the ability to duplicate the effects of a dimensional anchor spell on any enemy currently grappled by the grappler. Using this ability is an immediate action that consumes 2 points of Focus and may be used as a response to any attempts to use astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, similar spell-like abilities, and any use of gate, or teleport circle, or any similar abilities that would allow teleportation travel from a fixed, or mobile point. This version of Unstoppable Grasp us a (Su) ability. In case it needs to be said, a grappler may activate the first ability and not the second, or the second and not the first, or if the grappler pleases, both at once.

Grab Cannon (Ex): At 7th level, a grappler gains a deadly counter to enemies who cannot be grappled. The grappler may activate this ability while attempting to make a grapple on a target who cannot be grappled due to any absolute limiting factors such as a freedom of movement effect, size, or abilities that would prevent a grapple (besides incorporeality), but does not activate on targets or objects the grappler has failed to grapple or has no chance of grappling due to a low CMB.

The grappler makes the grapple combat maneuver attempt anyways, ignoring restrictions that would absolutely cause the attempt to fail, but still including size bonuses (or penalties). On a success, the grappler channels potential power and slams the target with a single monstrous blow, dealing three times the grappler’s unarmed attack damage, or if Grab Cannon was activated using a [Grapple] ability, Grab Cannon deals either its own damage, or the damage of the [Grapple] ability, whichever is higher. At the grappler’s option, the target may be pushed up to 10 feet, and/or knocked prone. This ability requires 3 points of Focus.

Spiral (Ex): At 9th level, the grappler begins performing feats that border on supernatural displays of ability. Spiral is a [Grapple] ability. As a standard action that costs 3 Focus points, the grappler makes a grapple combat maneuver check against all enemies within ten feet that aren’t already grappled, and may temporarily ignore their ability to hold only so many enemies. Next, the grappler makes an acrobatics check to jump and moves up to the distance they are entitled to through the jump, bringing along all enemies the grappler is currently grappling.

At the end of the movement, all enemies still grappled by the grappler are repositioned to wherever the grappler pleases within ten feet of where they land, then all enemies within ten feet of the grappler take damage equal to twice the grappler’s unarmed attack damage, and are knocked prone and unable to make attacks of opportunity until the start of their next turn. Intense Takedown may only be activated once for every use of Spiral.

Spiral may not be used on consecutive turns.

Grab Mastery: Beginning at 10th level, the grappler receives an additional bonus to their CMB when performing a grapple equal to a third of their grappler level (round up). A grappler also receives this bonus to their CMD against grapples, and when escaping grapples.

Elbow Shock (Ex): At 11th level, the grappler leans to execute the Grab Cannon technique in a different, but equally effective and deadly way. Elbow Shock is a [Grapple] ability. The grappler must target a prone enemy with this ability, first paying 2 points of Focus before rolling a grapple attempt. On a success, the target is no longer prone, being held up by the grappler, though the awkwardness of their position causes them to be affected by the prone condition anyways, and they do not enjoy the benefits of being prone, taking the penalty to melee attack rolls on their CMB unless they spend a move action to right their position.

Next, the grappler attacks the opponent. On a successful attack roll, the target takes damage equal to twice the grappler’s unarmed attack damage, and at the grappler’s option, either remains grappled by the grappler, or is released from the grapple and thrown back from the attack’s impact. If the grappler chooses to remain grappling, then the grappler’s turn ends. On a missed attack roll, the opponent still takes your base unarmed attack damage dice plus your Strength modifier, bonuses to damage from feats, and bonus to damage from magic items. The turn then ends, with the opponent still grappled.

If not, attack continues in a line as wide as the enemy, traveling 10’ behind it for every size category above medium. The enemy takes damage equal to the grappler’s unarmed attack damage, and that damage is applied to every enemy within the line. Every enemy damaged by this attack is affected by a bull rush, using the grappler’s attack roll as the basis for a bull rush combat maneuver, but without provoking an attack of opportunity and increasing their attack roll by any bonus to bull rush attempts they receive. The grappler may push the enemy up to the maximum distance dictated by the results of the bull rush, and at the grappler’s option, the opponent is knocked prone at the end of the movement. The grappler does not move with their opponent.

Elbow Shock may not be used on consecutive turns.

Cancel - Grab (Ex): At 12th level, after succeeding a grapple attempt that was made using the grab special ability, the grappler may pay 1 Focus to activate Suplex or Fling as a free action.

Cyclone Suplex (Ex): At 13th level, the grappler gains a dire art. Cyclone Suplex is a [Grapple] ability. By expending three points of Focus as a full-round action while grappling an enemy, the grappler may use both the move and damage options of grappling with a single grapple roll. The grappler then repeats this a second and third time. After the first success, the target is knocked prone. After the second success, the target is staggered. If any of the grapple checks fail, Cyclone Suplex ends. At 16th level, Cyclone Suplex upgrades, allowing you to repeat it up to four times. After this ability resolves, the grapple ends.

Giant Twister (Ex): At 17th level, the grappler reaches the apex of the grappling art. Giant Twister is a [Grapple] ability. As a full-round action, the grappler expends all points of Focus to begin spinning, but they must have more than half their points of Focus remaining in order to pay for, and activate this ability. The amount of Focus spent is converted to points of Spin. Even if the grappler somehow has the points of Focus, Intense Takedown may not be activated. At all stages of this ability, Unstoppable Grab may be used as a free action by paying the cost and subtracting it from the grappler’s Spin. If Spin reaches 0 at any point, Giant Twister ends.

First, the grappler makes a grapple check against all enemies within a radius equal to the grappler’s speed with the grappler as an origin point, ignoring the requirement for hands available and required. Flying enemies aren’t exempt from the danger (but underground enemies are), and take a -8 penalty to the grapple check. Every enemy that is successfully grappled is lifted up ten feet into the air (flying enemies remain where they are) by the raging winds of the grappler’s spin, taking damage equal to the grappler’s unarmed strike.

Second, at the beginning and end of every enemy’s turn while inside the radius of Giant Twister, if they are not grappled by the grappler, the grappler subjects them to a grapple attempt like in part one of this ability. If they are grappled by Giant Twister, they rise ten additional feet, take damage equal to the grappler’s unarmed strike, and are moved as if successfully affected by a grapple check to move them, including the bonus from Sliding Grab. This movement does not need to be horizontal, it may be vertical also. Enemies who successfully escape from the grappler’s grapple fall from the Giant Twister and take falling damage as usual.

Thirdly, on their turn, the grappler maintains the grapple with all enemies affected by Giant Twister automatically, the Giant Twister’s radius increases by half their move speed, the grappler automatically uses Breather as a free action (this does not add to Spin), and may use any [Grapple] ability on any enemy caught within Giant Twister, paying points from either Focus or Spin. Alternately, the grappler may make regular uses of the grapple combat maneuver to maintain the grapple, and affect all enemies caught in the Giant Twister at once with a single check. If the grappler moves, all enemies caught in the Giant Twister move with them.

For every round beyond the first that Giant Twister is active, remove 1 from the Spin pool.

Finally, the Grappler may prematurely end Giant Twister as a full-round action on their turn. Subtract the current Spin from the initial pool of Spin, then note the number down. All enemies affected by Giant Twister are packed as much as possible in the center of Giant Twister. Then, the grappler, riding on their own furious winds, ascends to the top of the clump of enemies and drives them all into the ground, dealing damage equal to the grappler’s unarmed strike, plus two points of damage multiplied by the noted amount of Spin, then the total is multiplied by how many iterative attacks the grappler can make (four, typically). Finally, all enemies are knocked prone, sickened for one round, and dazed for one round.

If the Giant Twister continues until Spin reaches 0 without being prematurely ended, then all enemies grappled simply fall to the ground, taking falling damage as normal, falling prone, and are sickened and dazed for one round.

The grappler is immune to the effects of their own Giant Twister, and suffer no repercussions from spinning so quickly and for so long.

Despite being called a twister, the winds generated within Giant Twister’s area of effect are only as powerful as a Windstorm. No creatures are Blown Away by these winds. Instead, they risk becoming grappled by this ability. In addition, ranged attacks are not impossible, only taking a -4 penalty.

Phew.

This was a hell of a thing to make (especially for my first real homebrew), and I'm only about 80% done? I have dead levels to fill in (I'm especially missing a single ability, Wild Cannon Spike, which I have no idea what to do with), huge unwieldy walls of text to pare down for readability, general revision to clear up odds and ends I may have missed, and rewording things for clarity.

There's also the issue that I have no idea how the Grappler scales, despite making several grapplers purely as character sheets (and subsequently abandoning all of them since I am the creator and I am naturally somewhat blind to my own works), or even how it can possibly work under the weight of all the clashing actions it has, as well as ad-hoc/utterly arbitrary abilities I tossed in because I thought it would work thematically and mechanically. Though, numerically, it shouldn't have a problem with grappling higher level monsters, barring things like flight, miss chances, teleportation, and so on.

The grappler should be good to go at all levels, and as far as I reckon, is a fairly strong/decent melee meatwall at low levels due to the ease of action economy that are suplex and fling, as well as low kick.

My goal in making this grappler class was to have... a grappling-based PC that solved at least some of the inherent problems of grappling for PCs, and to have a (somewhat) mobile non-caster who can just be as good on the move as they can be while stick into an opponent, either running away or getting somewhere. I am very aware that the Grappler is a very good dip, but to be frank it's not a very big concern to me (also not a concern: how much this slaps the monk around). The skill list and skill points should make the grappler not completely terrible outside of a fight, too, even if I don't have any baked in non-combat abilities.

And as a final note (for now), I give full and a half credit to jiriku for the horrid abomination that is Touch the Sky. Also it's not very likely the Grappler is going to get fluff, as I am terrible at fluff and will make it completely irreverent.

CHANGELOG:
04/01/2014: Posted class.
04/26/2014: Proficiencies fixed to include rope gauntlets and blade boots. Whoops. Iron Hands clarified to increase unarmed damage like a monk's. Suplex split up into Suplex and Back Breaker, mostly for ease of reading. Back Breaker's (formerly Suplex's 6th level upgrade) ability to be triggered against the enemy you have grappled was an oversight, as funny as it is to tell your enemies to stop hitting themselves. Also, changed Iron-Willed's weird Con to AC bonus to natural armor since it was basically natural armor anyways. Touch the Sky gains a Climb bonus! Because I have no sense of anything. Also grip.
06/19/2014: Due to popular demand, limited natural armor bonus to make it less good of a dip. Feats of Strength added. Fling modified to throw people (usually allies) without damaging them. Secondaries may still be damaged, though. Touch the Sky has a large revision because... the climb thing i had earlier was a good idea with poor-ass execution. Lastly, a boost to 6+Int skill points, because the lack of out-of-combat competence was bothering me.

MagnusExultatio
2014-04-27, 05:35 PM
Bumping my own topic, since I've made a smatteringly small amount of changes, as detailed in my changelog at the end of my first post.

Arkady Zelenka
2014-04-27, 06:05 PM
This looks really cool. I can use this as one of the antagonists in my campaign. Good job.

Bdrone
2014-04-29, 03:41 AM
I just noticed this got updated, and I was trying to come up with constructive commentary about this class since I gave it a spin- unfortunately the group I'm with REALLY needs someone who knows at least what a bow is capable of doing... so sadly my Grappler may not get much time in the limelight.

So, commentary I can muster right now...

The change to Iron-Willed is sensible, but, and call me crazy, I sort of liked it the way it was prior. Even though this is a buff. the realm of No-sell is natural armor though, so it still fits.

I didn't notice the weapon proficiency slips, or the issue with what is now back breaker, but it is nice that got all fixed up. no comment to the climb buff with the jump buff. now I can pull a billy goat while going uphill.

I don't usually run melee classes, so sadly I don't have a frame of reference off of paper to encapsulate how much I enjoy this idea. I ran my numbers and the mere fact I could in theory put a Dragon INTO a hold, let alone some of this stuff you can then do, is just... woo!

This class is really just limited by what it can feasibly get its mitts on to grapple, as within reason you can use the terrain around you (Traps, ETC...) to your advantage. First thing I ever did is shove a goblin onto a pit trap with an Intense Suplex. The focus system looks flavorful, if perhaps a bit easy to recharge, but then again, I just clotheslined and slammed a Troll, after throwing one of his own friends at him with Fling.

this was the first PF class homebrew I saw, and one meant to use a PF mechanic in full, and it works. It works awesomely, far as I can tell. Small question though. Was the intent of using weapons, but allowing them to count as unarmed strikes mean that not only can you enchant the weapons with effects and get enchantment bonuses easier (plus get their Crit rate if straight up fighting, natch), but that such things might Grapple checks somehow? I never figured that out, but I'm thinking no on that last one?

MagnusExultatio
2014-04-29, 04:05 AM
The change to Iron-Willed is sensible, but, and call me crazy, I sort of liked it the way it was prior. Even though this is a buff. the realm of No-sell is natural armor though, so it still fits.
The reason I changed it, was because it was egregiously wordy to add in a bonus that amounted to natural armor anyways, besides for one or two odd interactions that might have cropped up with "dex bonus but not in nearly every other way".


The focus system looks flavorful, if perhaps a bit easy to recharge
I have admittedly never been able to get Focus just right, so I relegated it to what it is now.


Small question though. Was the intent of using weapons, but allowing them to count as unarmed strikes mean that not only can you enchant the weapons with effects and get enchantment bonuses easier (plus get their Crit rate if straight up fighting, natch), but that such things might Grapple checks somehow? I never figured that out, but I'm thinking no on that last one?
You're actually right across both questions, grapple checks are a combat maneuver, which uses CMB, which uses attack rolls, which are improved my enhancement bonuses to attack. I also added in the weapon functionality because I felt that it wouldn't hurt, since they're (the weapons) underused as heck (also a bit flavorful), and some people may not want to bother with the Amulet of Mighty Fists costing double regular weapons.