“Do you think that just because you are one hundred forhty feet tall and your breath stinks worse than drunken Halfling’s, that you impress me? Do you think you impress me with all those horns and scales all over your body? You talk the tough, lizard. But now it’s time to see whenever your body can cash the checks that your mouth’s been writing!
” – Lord Braker to Great Wyrm Tramashai
Wrestler, strange combination of an actor and warrior. A person for whom making the battle as showy as possible is equally important as victory. Dedicated to improving his grip, wrestlers seems to have found a way to pass through natural barriers normal adventures cannot – it is not uncommon to see them pinning down monsters many times larger than them. It seems they have found a way to improve their fighting style through their presence and power of persuasion, so many enemies believe they’re much stronger than they actually are. That undeniable power of personality had caused many adventurers to choose their company – mostly those crazy primitives and arrogant wizards who cannot stand normal people.
Feats: Improved Grapple
BAB: +5 or more
Skills: 10 or more ranks in either Perform (acting) or Intimidate and 10 or more ranks in either Tumble or Balance
Table: The Mighty Wrestler
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Grapple Bonus|
| Grapple Bonus, Monk Abilities, Greater Grapple|
| Grappling Fury|
| Greater Gimmick|
| Will To Stand|
| What a Rush|
| Mighty Gimmick|
| One Against Many|
|Eyes On The Back Of The Head|
| Finishing Move, Legendary Gimmick|
Skill points: 4 + Intelligence Modifier
Skills: Balance (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skils, taken individually), Perform (Cha), Profession (Int), Sense Motive (Wis), Tumble (Dex).
Mighty wrestler gets bonus to all grapple checks equal his total number of levels in this class.
At first level mighty wrestler gains Unarmed Damage, Unarmored AC and Unarmored Speed bonus like if he had taken a level of monk, but can substitute his Charisma modifier for his Wisdom modifier when determining AC bonus. These abilities progresses as of monk of the same level.
At first level mighty wrestler doesn’t automatically loose an attempt to hold grapple when grappling opponents two sizes larger. At fourth level this increases to opponents three sizes larger and at sixth level to four sizes larger.
At second level mighty wrestler may choose one of the following gimmicks:
* Masked Monster:
Mighty wrestler gets +5 competence bonus on all Intimidate checks and all Sense Motive checks against him suffer -5 penalty.
* Real Patriot:
Mighty wrestler can use Inspire Courage like a bard once per day. He grants only +1 morale bonus and +1 bonus and attack rolls and weapon damage checks. If mighty wrestler has levels in bard, he is treated as four levels highter when determining his bonuses from Inspire Courage but can still use it only once per day.
* Holier Than Thou:
Mighty wrestler can use to Turn or Rebuke Undead like a cleric once per day. He can use Turn Undead if he is good and Rebuke if he is evil. Neutral wrestler must choose one of them once this Gimmick is taken. Once this choice is made, it cannot be reversed. If mighty wrestler has levels in cleric, number of times he can use cleric class feature Turn or Rebuke undead per day increases by one instead.
Mighty wrestler can use Rage once per day, like a barbarian, and can use both Charisma and Dexterity based skills while in rage. This ability stacks with any previous Rages mighty wrestler had.
At third level mighty wrestler doesn’t suffer -4 penalty on attack rolls against an opponent he is grappling and doesn’t suffer -4 penalty when dealing him lethal damage.
At fourth level mighty wrestler may choose one of the following gimmicks:
* Honor of the Mask
: Mighty wrestler’s character alignment cannot be changed in any way.
* Big Sexy Killer Of Giant:
When mighty wrestler fights opponents up to two sizes larger, they are treated like if they are his size and when he fights opponents three or more sizes larger, they are treated as they’re two sizes smaller.
* King of Kings:
Mighty wrestler gets competence bonus equal his character level on all checks of one Charisma based skill of his choice and can substitute his Charisma modifier for his Intelligence modifier for all checks of one type of Knowledge of his choice. Once this choice is made, it cannot be changed. Both skills are always class skills for him.
* Slippery Python
: Mighty wrestler gets +2 competence bonus on Grapple and Escape Artist checks when attempting to escape from grapple and his opponent suffers -4 penalty when attempting to escape from grapple.
Will To Stand:
At fifth level mighty wrestler gets +4 competence bonus to grapple check and Escape Artist check when trying to escape the pin, and when he is pinned, his opponent cannot prevent him from speaking.
What a Rush:
At sixth level might wrestler gains Improved Bull's Rush as a bonus feat and adds his Grapple Bonus to all his Bull's Rush checks.
: At seventh level mighty wrestler may choose one of the following gimmicks:
* My Type Of Match:
Mighty wrestler may gain resistance equal his character level +10 to one of the following types of damage: acid, fire, cold, electricity, death effects, poison.
Mighty wrestler may appoint other character as his Manager. Mighty wrestler and his manager adds each other’s Charisma modifier to their own for all Charisma based checks. Mighty wrestler can only have one Manager at time.
When being dealt damage from unarmed strike, natural or improvised weapon that would drop his hit points below zero, mighty wrestler may convert them into nonlethal damage at successful Perform check with DC equal opponent’s challenge rating +10
Mighty wrestler gets Will save against all enchantment spells, even if they allow no save, and gains Iron Will Feat.
One Against Many:
At eighth level mighty wrestler gets +10 grapple bonus when grappling multiple opponents.
Eyes On The Back Of The Head:
At ninth level, while grappling, mighty wrestler still threatens all squares he normally would and doesn’t lose his Dexterity bonus to AC.
At tenth level, whenever mighty wrestler pins his opponent, he deals him damage equal three times his unarmed strike. This damage is treated as if made by weapon that is magic, adamantine and of his alignment, for the purpose of dealing damage to creatures with damage reduction.
At tenth level mighty wrestler may choose one of the following gimmicks:
* Captain Charisma:
Mighty wrestler can choose one Attribute other than Charisma. He adds his Charisma Modifier to that Attribute’s Modifier.
* Dead Man Walking:
Mighty wrestler gains Vampire template and can grapple Incorporeal creatures as if they were normal creatures.
* The Great One:
Mighty wrestler gets +20 competence bonus to all Charisma based skills and +10 on all skills based on another Attribute of his choice.
* World’s Strongest Man:
Mighty wrestler gains additional Fortitude save against all damage, even if they allow no save, and gains Great Fortitude feat.