Peregrine
2010-07-07, 12:19 PM
Some time back (about a year ago in fact), I posted a request for help (http://www.giantitp.com/forums/showthread.php?t=115202) with a prestige class called the Matapor street wrestler, which I was working up for a player in my current campaign who wanted a more-martial, less-mystical monk. With a bit of input from the boards, I got the first few levels finished, enough to let the character level up several times between then and now.
And now I've finally finished the class and would like some feedback from you lot. I do trust the player in question to be sensible about it, but I'd still like some neutral third parties to take a look and tell me if they think it's over- or underpowered.
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, dodging and deflecting one another’s strikes until one can exploit the flaw in the other’s defences. It is a skilful and exciting spectacle.
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:
Never strike in anger
Defend the weak and fearful
Devote yourself 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 not strong in ranged combat 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, Climb 4 ranks, Jump 4 ranks, Tumble 8 ranks
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, throws and sweeps|−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, master of mobility|−1/−1|+3|1d10
9th|+6|+6|+6|+3|Master of grappling|+0/+0|+3|1d10
10th|+7|+7|+7|+3|Frustrate +5, master of the combat arena|+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, he may choose to stack his levels in both classes 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. In this case, restrictions apply as for a monk; he must wear no armour and flurry only with special monk weapons. (He may freely choose between the flurry of blows restrictions depending on the circumstances.)
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, and even turn the tables by landing in an advantageous position. 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.
Throws and sweeps (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. Any opponent that the Matapor street wrestler cannot establish a hold against (i.e. a creature two or more size categories larger than the Matapor street wrestler) cannot be thrown.
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 a 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.
Master of mobility (Ex): At 8th level, a Matapor street wrestler’s penalties for accelerated use of the Balance, Climb and Tumble skills are reduced by −5. (Thus, he takes no penalty for moving at full speed when balancing, nor for moving at half speed when climbing; and he takes only a −5 penalty for moving at full speed when tumbling.) When using the Jump skill, he needs only half the distance (10 ft. instead of 20 ft.) for a running start.
Additionally, he gains Fleet of Foot (http://www.d20srd.org/srd/divine/divineAbilitiesFeats#fleetOfFoot) as a bonus feat, even if he does not meet the prerequisites. If he already has this feat, he instead gains any one feat for which he does meet the prerequisites.
Master of grappling (Ex): When grappling, a Matapor street wrestler of 9th level or higher retains his Dexterity bonus to AC against opponents not in the grapple. His unarmed strikes still threaten adjacent squares as if he were not grappling. This ability applies even when the Matapor street wrestler is pinning an opponent, though not when he is pinned himself.
The +4 grapple bonus gained from ground fighting now applies to all grapple checks.
Master of the combat arena (Ex): A Matapor street wrestler of 10th level is an undisputed master of physical combat, able to take on multiple opponents simultaneously and make it look easy. When he uses a standard action to make an attack, he may apply his flurry of blows ability to gain additional attacks as part of the same action. Each attack must target a different opponent.
In addition, he gains damage reduction 3/—, and the threat range of his unarmed strikes is doubled. Unlike other critical hit-related effects, this increase does stack with similar effects, such as the Improved Critical feat (i.e. a 10th-level Matapor street wrestler with this feat has a critical threat range of 17–20 on his unarmed strikes).
And now I've finally finished the class and would like some feedback from you lot. I do trust the player in question to be sensible about it, but I'd still like some neutral third parties to take a look and tell me if they think it's over- or underpowered.
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, dodging and deflecting one another’s strikes until one can exploit the flaw in the other’s defences. It is a skilful and exciting spectacle.
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:
Never strike in anger
Defend the weak and fearful
Devote yourself 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 not strong in ranged combat 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, Climb 4 ranks, Jump 4 ranks, Tumble 8 ranks
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, throws and sweeps|−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, master of mobility|−1/−1|+3|1d10
9th|+6|+6|+6|+3|Master of grappling|+0/+0|+3|1d10
10th|+7|+7|+7|+3|Frustrate +5, master of the combat arena|+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, he may choose to stack his levels in both classes 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. In this case, restrictions apply as for a monk; he must wear no armour and flurry only with special monk weapons. (He may freely choose between the flurry of blows restrictions depending on the circumstances.)
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, and even turn the tables by landing in an advantageous position. 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.
Throws and sweeps (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. Any opponent that the Matapor street wrestler cannot establish a hold against (i.e. a creature two or more size categories larger than the Matapor street wrestler) cannot be thrown.
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 a 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.
Master of mobility (Ex): At 8th level, a Matapor street wrestler’s penalties for accelerated use of the Balance, Climb and Tumble skills are reduced by −5. (Thus, he takes no penalty for moving at full speed when balancing, nor for moving at half speed when climbing; and he takes only a −5 penalty for moving at full speed when tumbling.) When using the Jump skill, he needs only half the distance (10 ft. instead of 20 ft.) for a running start.
Additionally, he gains Fleet of Foot (http://www.d20srd.org/srd/divine/divineAbilitiesFeats#fleetOfFoot) as a bonus feat, even if he does not meet the prerequisites. If he already has this feat, he instead gains any one feat for which he does meet the prerequisites.
Master of grappling (Ex): When grappling, a Matapor street wrestler of 9th level or higher retains his Dexterity bonus to AC against opponents not in the grapple. His unarmed strikes still threaten adjacent squares as if he were not grappling. This ability applies even when the Matapor street wrestler is pinning an opponent, though not when he is pinned himself.
The +4 grapple bonus gained from ground fighting now applies to all grapple checks.
Master of the combat arena (Ex): A Matapor street wrestler of 10th level is an undisputed master of physical combat, able to take on multiple opponents simultaneously and make it look easy. When he uses a standard action to make an attack, he may apply his flurry of blows ability to gain additional attacks as part of the same action. Each attack must target a different opponent.
In addition, he gains damage reduction 3/—, and the threat range of his unarmed strikes is doubled. Unlike other critical hit-related effects, this increase does stack with similar effects, such as the Improved Critical feat (i.e. a 10th-level Matapor street wrestler with this feat has a critical threat range of 17–20 on his unarmed strikes).