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  1. - Top - End - #1
    Pixie in the Playground
     
    GnomePirate

    Join Date
    Sep 2012

    Default 3.5e Build Pro Wrestler

    Hey guys, a friend and I have been building out a Pro Wrestler class from the ground up, after i got tired of finding halfhearted monk and fighter builds, and wanted to post here to get some feedback. It uses a mix of pathfinder, homebrew, and borrows from some other classes as well.

    behold!

    Pro Wrestler
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike Damage

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Improved Unarmed Strike, Wrestling Move (novice)|
    1d6
    |
    1

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Improved Grapple, Wrestling Move (novice)|
    1d6

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Improved Pin|
    1d6

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Wrestling Move (Novice)|
    1d8

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |No Disqualification (Martial Improvisation)|
    1d8

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Wrestling Move (Novice)|
    1d8

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Trained Hands (magic)|
    1d8

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Wrestling Move (Intermediate)|
    1d8
    |
    6

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Flex Muscles (Combat Intimidation)|
    1d10

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Wrestling Move (Intermediate)|
    1d10
    |
    8

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Improved Chiseled Physique|
    1d10
    |
    9

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Wrestling Move (Intermediate)|
    1d10
    |
    9

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Greater Grapple|
    2d6
    |
    10

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Wrestling Move (Intermediate)|
    2d6
    |
    11

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Trained Hands (Magic and Alignment attuned)|
    2d6
    |
    12

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Wrestling Move (Advanced)|
    2d6
    |
    12

    17th|
    +17/+12/+6/+2
    |
    +10
    |
    +10
    |
    +5
    |No Holds Barred|
    2d8
    |
    13

    18th|
    +18/+13/+6/+3
    |
    +11
    |
    +11
    |
    +6
    | Wrestling Move (Advanced)|
    2d8
    |
    14

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Falls Count Anywhere|
    2d8
    |
    15

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    | Wrestling Move (Advanced)|
    2d10
    |
    15
    [/table]


    d8 Hit die
    Class Skills: (4+int) Balance, Bluff, Climb, Escape Artist, Intimidate, Jump, Tumble

    Weapon and Armor Proficiencies: Wrestling Masks (still developing)

    Larger than Life Personality: Pro Wrestlers develop exaggerated personalities, and can be of any alignment except for True Neutral.

    Chiseled Physique: A Pro Wrestler adds his Charisma bonus to his AC as long as he not wearing armor. This improves to 1.5x his Charisma Bonus at 11th level.

    Improved Pin: If you hold your opponent in a pin during a grapple, that opponent is denied his Dex bonus to AC against your attacks. Also, you can pin your opponent with one arm and your legs, so you have one hand free. With your free hand, you are able to wield a 1h weapon and perform spell gestures, as well as handle items like potions or scrolls.

    No Disqualification: You are adept at using anything you can lift with sufficient ease as a weapon. Any improvised weapon weighing up to a maximum of 20 lb. may be used with only a -2 penalty (40 lb. for a Large creature and 10 lb. for a Small creature). Ex: a tankard may be considered a light weapon (1d4), a sizeable bottle may be considered a 1h weapon (1d6) and a chair can be considered a 2h weapon (1d10). However, throwing an improvised weapon that is considered heavier than 'light' is still done at a -4 penalty to attack. (as the d&d wiki feat Martial Improvisation)

    Flex Muscles: Beginning at lvl 9, You can make one Intimidate skill check each round as a free action, but only to demoralize an opponent in combat. As a move-equivalent action, you can try to demoralize all opponents you threaten in melee combat. (as the d&d wiki feat combat intimidation) At lvl 15, this improves to affect all enemies within a 30 foot radius as a full round action.

    Trained Hands: At lvl 7, The Pro Wrestler’s unarmed strikes and moves count as magic for purposes of overcoming damage reduction. At lvl 15 they count as magic as well as the Pro Wrestler’s alignment (axiomatic/chaotic, good/evil)

    Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple. (as the pathfinder feat, greater grapple)

    No Holds Barred: The Pro Wrestler’s moves negate a single +5 Circumstance bonus given to a non-humanoid or creature immune to critical hits that would normally get one. (a non-humanoid immune to critical hits would still get +5, rather than +10)

    Falls Count Anywhere: If a Pro Wrestler’s attack or wrestling move ends with the opponent becoming prone, it takes an additional 2d6 damage as though they had fallen 20 additional feet.

    Wrestling Moves - Gained and used in combat (mostly after grapples)

    ------------Novice------------

    Toss: When grappling an opponent and you win an opposed grapple check on your action, you may throw your opponent instead of the usual options. For every 5 points you exceed your opponents grapple check by, you may toss your opponent 5 feet. The victim is considered to have fallen a distance equal to the distance they were thrown. This results in falling prone and taking 1d6 points of damage per 10’ fallen. A victim striking a wall or other obstacle will take damage as if they were thrown the full distance. You must be strong enough to lift the victim over your head (their weight cannot exceed your maximum load). If you succeed by less than 5 you still toss your opponent 5 feet. In this case they have still “fallen”, but won’t take damage from the fall.

    Stomp: You are adept at kicking them when they're down. You may attempt to stomp on a prone creature. This is equivalent to an unarmed strike with an additional 1d6. The prone target must make a Fortitude save against a DC of 10 + ˝ your character level + your Strength modifier or be dazed for one round. If you have made a successful overrun attempt against a creature, you may automatically end your turn with a stomp. The daze effect of a stomp does not affect creatures that are immune to critical hits.

    Clothesline: When in a charge, you may extend your arm to attempt to 'clothesline' a creature in a square adjacent to the line of your charge. This attack is an unarmed strike at the usual +2 bonus to attack for charging, and deals damage like such, as well as an overrun attempt. At success, the target of the clothesline falls prone. An attempt to clothesline a creature fails if he manages to make a successful attack of opportunity against you. It is possible to use either your Tumble skill or a Feint during a clothesline. At a successful clothesline attempt, you continue on in your charge for at least 5 more feet.

    Headbutt: Once per round, you may exchange one of your attacks for a headbutt attack. The headbutt attack is regarded as an unarmed strike made with the head. Headbutting deals unarmed strike damage and an additional 1d6 damage. This damage is lethal. You may make a headbutt even when being grappled, without taking the usual -4 penalty to attack. You add 1˝ your Strength modifier to the damage of any headbutt.

    Hook Hold: As a standard action, you may make a single unarmed strike. If you hit, you may make an immediate grapple attempt.

    ------------Intermediate------------

    Setting Sun Suplex: You initiate a grapple. If successful, you use the opponent’s own size and momentum to swing them overhead and slamming back into the ground. In addition to causing the two of you to switch spaces and the target being knocked prone, they also take 1 point of damage per level of pro wrestler you possess.

    Crippling Arm Hold: For each grapple check you win while pinning your opponent, you can attempt to cripple your opponent. Your opponent must make a fort save against 10 + ˝ your grapple bonus; as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save, they take 1d6 ability damage to Strength and cannot use one of their arms/wielding-limbs. Non humanoids get a +5 circumstance bonus to save against this attack. Creatures immune to critical hits get a +5 circumstance bonus to save as well. Creatures without limbs are immune to this attack.

    Crippling Leg Hold: For each grapple check you win while pinning your opponent, you can attempt to cripple your opponent. Your opponent must make a fort save against 10 + ˝ your grapple bonus; as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save, they take 1d6 ability damage to Dexterity and cannot move more than half base speed. Non humanoids get a +5 circumstance bonus to save against this attack and creatures immune to critical hits get a +5 circumstance bonus to save as well. Creatures without limbs are immune to this attack.

    Choke Hold: Each grapple check you win after you pin your opponent, you can choose to attempt a stranglehold. Your opponent must make a fort save, against 10 + ˝ your grapple bonus, as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save for two consecutive checks, they are dazed for 1d6 rounds. Creatures that are immune to critical hits are immune to this hold. Non humanoids get a +5 circumstance bonus to save against this attack. Creatures that do not have normal mortal physiology receive a +5 circumstance bonus to save against this attack. Creatures with fast healing or regeneration recover after 1d2 rounds.

    Grounded Strike: Each grapple check you win after you pin your opponent, you cause your base unarmed damage with an additional 1d6 damage as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you).

    ------------Advanced------------

    ******* ”Greater” skills require knowing the intermediate or novice move they reference *******

    Greater Crippling Arm Hold: Each grapple check you win while pinning your opponent, you can attempt to cripple your opponent. Your opponent must make a fort save against 10 + your grapple bonus, as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save, they take 2d6 ability damage to Strength and cannot use one of their arms/wielding-limbs. Non humanoids get a +5 circumstance bonus to save against this attack. Creatures immune to critical hits get a +5 circumstance bonus to save as well. Creatures without limbs are immune to this attack.

    Greater Crippling Leg Hold: Each grapple check you win while pinning your opponent, you can attempt to cripple your opponent. Your opponent must make a fort save against 10 + your grapple bonus, as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save, they take 2d6 ability damage to Dexterity and cannot move more than half base speed. Non humanoids get a +5 circumstance bonus to save against this attack and creatures immune to critical hits get a +5 circumstance bonus to save as well. Creatures without limbs are immune to this attack.

    Greater Choke Hold: Each grapple check you win after you pin your opponent, you can choose to attempt a stranglehold. Your opponent must make a fort save against 10 + your grapple bonus, as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). If your opponent fails this save for two consecutive checks, they are dazed for 2d6 rounds. Creatures that are immune to critical hits are immune to this hold. Non humanoids get a +5 circumstance bonus to save against this attack. Creatures that do not have normal mortal physiology receive a +5 circumstance bonus to save against this attack. Creatures with fast healing or regeneration recover after 2d4 rounds.

    Greater Grounded Strike: Each grapple check you win after you pin your opponent, you cause your base unarmed damage with an additional 3d6 damage as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you).
    Greater Headbutt: In a fight, you may exchange one of your attacks that round for a headbutt attack. The headbutt attack is regarded as an unarmed strike made with the head. Headbutting deals unarmed strike damage and an additional 3d6 damage. This damage is lethal. You may make a headbutt even when being grappled, without taking the usual -4 penalty to attack. You add 2x your Strength modifier to the damage of Greater headbutt.

    Greater Setting Sun Suplex: You initiate a grapple. If successful, you use the opponent’s own size and momentum to swing them overhead and slamming back into the ground. In addition to causing the two of you to switch spaces and the target being knocked prone, they also take 3 points of damage per level of pro wrestler you possess.


    We haven't playtested this thoroughly, and wanted to see what the experts here on the boards thought (any glaring weaknesses or stupid overpowering).

    Thanks!
    Last edited by pegleggedpete; 2012-09-17 at 02:51 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Der_DWSage's Avatar

    Join Date
    Aug 2006

    Default Re: 3.5e Build Pro Wrestler

    Honestly, while this class is hilarious, it's going to run into a lot of the same problems as the Monk...only worse, since he doesn't get spell resistance or a good will save. You say the masks are still in development, and that may be the saving grace here, but there's a few things you should take into account.

    1.Even with the wide damage range and the few ways to add extra damage to attacks, he's going to fall behind in reliable damage, especially when it comes to creatures with DR/- or DR/Adamantine, Cold Iron, Silver, etc. He's going to be pretty awesome against other humanoids, but against, say, oozes? Dragons? Harpies? He's gonna have significant troubles. The Advanced moves help to combat this, but that comes in to play at 16th level.

    2.His entire thing revolves around pinning opponents...so what happens when the opponent is significantly larger than he is? I'd recommend looking at Larger Than Life, and letting it negate various size bonuses. (IE, can treat Large creatures as Medium at 1st level, can treat Huge creatures as Medium at 8th level, etc.)

    3.No disqualification just feels...off. Especially in that they have to wait until 5th level to use it. Why not just give them the Improvised Weapons at no penalty at 1st level, and then give them Throw Anything at 5th level? (Complete Warrior, page 106)

    4.Using D&D Wiki as a source is...eeeeh. It's generally not a trusted source for much of anything. It's like the boards, but without feedback, and any shenanigans can go on there.

    So, with that in mind, a few suggestions!

    1.Give them spell-like abilities. Not only does this scratch my itch of 'Wait, so they can use a hand to cast spells...in a non-spellcasting class?' but it's also thematically appropriate. Pyrotechnics especially. Necromancy spells would really sell an 'Undertaker' type of person. And if all else fails, self-buffs for people that are less fancy would also be very reliable. It just seems to be a class that cries out for archetypes like Hulkamania, Undertaker, Andre the Giant, and Luchadors of various types.

    2.As it is, the only weapon they have is their fists...and if they want to do less damage, a chair. How about giving them something like the Paladin's Divine Bond ability from Pathfinder? For 1 minute per wrestling level, they can imbue an Improvised Weapon with abilities such as Merciful, Keen/Impact, or for the truly merciless, Vorpal. Starting as a total of a +1 weapon at 5th level, then adding an additional +1 worth of bonuses for every 3 levels beyond 5th. This will have people hunting for those illegal weapons to use, when it's otherwise an abandoned class feature.

    3.Like I said earlier, allow them a way to bring opponents down to their size. Something along the lines of 'At 1st level, Wrestlers can treat opponents as if they're one size category smaller for the purposes of opposed grappling checks, down to the Wrestler's own size. This increases to 2 categories smaller at 4th level, and increases another category for every 4 levels after 4th.' This lets even Halfling Wrestlers get in on the game while keeping Large Wrestlers from abusing it.

    4.They need resistance to those that deal damage with their own bodies. Something that says they can pin an ooze if they so choose, while ignoring the blistering acid damage it tries to deal. Perhaps a Grappling Maneuver that gives them the equivalent of Resist Energy (all) towards a single opponent so long as they're grappling?

    5...It may be silly, but there's two things I'd really like to include. The first is that if a friendly Bard decides to devote their Bardic Performance to the Wrestler himself while ignoring all others, the Wrestler gains twice the normal effect. It just feels right that he should have a narrator.

    The second would be a capstone ability that lets the Wrestler treat a single opponent as if they're in a wrestling ring, with all the rules thereof. Not necessarily that it transports them to a mystical Ring of Wrestling. Just that they look around, the Wrestler finds that the surroundings-whether they be a lush woodland, a decrepit castle, or a town square-and finds that conditions are perfect for taking on a new challenger. None can assist them-this is for the championship belt. (And if the Wrestler loses this fight, he really does have to give whatever belt he's wearing to the challenger...not that will be wearing it for very long if he has living allies.)

    Still, I love this class. I just feel it could benefit from a little more versatility, and a little more ability to use its own features.
    Last edited by Der_DWSage; 2012-09-19 at 02:59 PM.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: 3.5e Build Pro Wrestler

    Grappling isn't really an integral part of pro wrestling, it's mostly just incidental.

    Most of the time they just fall ontop of the person or shake one of their limbs vigorously after a knock prone + stun move as the stunned guy is busy discretely cutting with a razor.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Der_DWSage's Avatar

    Join Date
    Aug 2006

    Default Re: 3.5e Build Pro Wrestler

    Hah. There is that. I also just noticed that they have a really sparse skill list for having 4+int skill points...perhaps add Disguise, Perform, Sleight of Hand, and Knowledge(Local) to their skill list, as a few suggestions?

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