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View Full Version : D&D 3.x Class the sumo (3.5 prc)



King of Nowhere
2017-12-25, 08:04 PM
EDIT: I accidentally overwrote the original post instead of making a new one. is there a way to roll back?

Prerequisites: BAB +4, improved overrun and 1 feat of choice among improved bull rush, improved grapple, improved trip, improved unarmed strike

LevelBABFortRefWillSpecial
Increased weight
Armor check penalty
Movement speed penalty
1st+1+3+0+0+1 STR/CON, resistance to elements, kev-lard
+15%
0
0
2nd+2+4+0+0DR 1/-, powerful build 1
+30%
-1
-10%
3rd+3+5+0+1trample, acrofatic 1
+45%
-1
-10%
4th+4+6+0+1+2 STR/CON, -1 DEX, DR 2/-
+60%
-2
-10%
5th+5+7+1+1powerful build 2
+75%
-2
-20%
6th+6+8+1+2DR 3/-, acrofatic 2
+90%
-3
-20%
7th+7+9+1+2+3 STR/CON, -1 DEX, greater trample, -1 to AC
+105%
-3
-20%
8th+8+10+1+2DR 4/-, powerful build 3
+120%
-4
-30%
9th+9+11+1+3acrofatic 3, resistance to elements 10/-
+135%
-4
-30%
10th+10+12+2+3+4 STR/CON, -2 DEX, DR 5/-, perfect trample, powerful build (full), slow run
+150%
-5
-30%



Hit dice: d12
Class skills: same as fighter
Skill points: 2+INT modificer per level
armor and weapon proficiencies: no new proficiencies

Increased weight: the weight of the sumo is increased by that amount over the starting weight he had before taking this class.
Armor check penalty: as the sumo becomes heavier and bulkier, he suffers penalties to some skills as if he was wearing an armor all the time. This is cumulative with penalty resulting from an armor. Since fat floats, this number has to be added instead of subtracted to determine whether the sumo would sink in water.
Movement speed penalty: as the sumo becomes heavier and bulkier, he becomes also slower. His movement speed is reduced by that amount, rounded to the closer square. At level 10, the sumo also runs at 3x its normal speed (4x wwith the run feat) instead of the regular 4x. Heavy armor does not further reduce this amount.

Bonus stats: as the sumo grows, he gains bonuses to STR and CON, and penalties to DEX
Resistance to elements: fat is thermally insulating, offering protection from extreme heat and cold. fat is also electrically insulating, offering protection from electricity. Fat dissipates sonic waves, offering protection from sonic damage. Fat doesn't offer any special protection against acid, besides providing extra bulk. The sumo gains resistance to fire, cold, lightning and sonic damage equal to his sumo level. As it is a nonmagical, mundane resistance, it is cumulative with that offered by magic items or spells.
double hit dice kev-lard: at every new level, the sumo gains an amount of extra hit points equal to his (current, unmodified) CON modifier, if positive. Such hit points are not affected by future changes of CON, and are treated as bonus hit points similar to those granted by the Toughness feat
Damage reduction: fat is great for cushioning blows, giving the sumo damage reduction. This is cumulative with similar class-based damage reduction, like that of the barbarian
size increase powerful build: As the sumo grows heavier, he gradually gains most benefits of being of a larger size, and some of the drawbacks. He gains the powerful build special feat (if the sumo already has the powerful build from another source, the benefits are cumulative), but with a gradual limitation: the greatest bonus he can receive from the feat is limited to +1 at level 2, +2 at level 5, +3 at level 8. All limitations are removed at level 10. There are, however, a few drawbacks: at level 8, the sumo counts as one size greater for the purpose of determining its size modifier to AC and hide (unless he applied acrofatic to hide, see below).
Trample: At level 3 the sumo can trample an opponent it overruns, dealing damage as if it were a monster with the trample ability (unarmed strike damage + one and a half the STR modifier). The sumo can also make multiple overrun attempts per round for pushing several opponents, provided he keeps succeeding. At level 7th, the sumo can perform an overrun action as part of his movement and make an attack as his standard action. At level 10th, the sumo can perform multiple overrun actions and make an attack against each overrun opponent with his normal BAB progression. For example, a 10th level sumo with a BAB of +14 may charge a line of four opponents, overrun the first, knocking it prone and attacking it at +14, overrun the second, knocking it prone and attacking it at +9, overrun the third and attack the fourth opponent at +4 as if the sumo had simply charged it over empty ground.
Acrofatic: The sumo has grown accustomed to his bulk, and can show a suprising amount of agility for his size. At levels 3, 6 and 9 the sumo chooses a skill that suffers from armor check penalty. The sumo does not suffer his own class-based armor check penalty to that skill. He only suffers half the armor check penalty to that skill from other sources, because once he learns to compensate for his bulk, armor isn't much of an hindrance anyway
Bonus feats: removed

Goaty14
2017-12-28, 10:46 PM
I was going to do an ability-by-ability review, but you really need to look over what you did with this class. In short...
-Remove x2 HD. I think most DMs will stop there and flat out ban this class from being used. Furthermore, since it class it out as specifically HD, you can get an advanced character progression. I.e at Class 4/Sumo 1 you get your 6th level feat when everybody else is at level 5, or at Class 4/Sumo 9 you have 22 HD and can get an epic feat (aside from the one already granted by class features). You just got an epic feat, but the wizard just got 7th level spells. Think about that.
-Fix save progression. No, you should not be able to get Fort +12 and Ref +2 in a 10-level PrC. I get that you want a min-max weight character, but please don't bend the rules.
-Show what more weight does. I don't know what to title this, but this PrC gives an increased weight which only looks like a thematic increase (that, and falling object rules cheese). The only thing I could imagine it doing is giving you a medium/heavy load which isn't a good thing (and class features should give good things).
-Increase Elemental Resistance. Elemental resistance doesn't work like DR. Whereas DR tends to be from 1/- to 10/-, ____ resistance is dished out in multiples of 5.
-Improve Feat List. The bonus feat list and the entry feat list is pretty limited, so I would recommend expanding it (thus allowing players who want to specialize, do it).
-Shorten "Size Increase". I'm still scratching my head as to what it is supposed to do, but it looks like it is supposed to give a measly bonus to combat maneuvers and give an optional actual size increase. Please change the name (so people don't think you actually get size increases) and explain it more simpler. I would divide it into seperate class features, one for the combat bonus, the other for the actual size increase.
-Add useful abilities. The problem with combat maneuvers is that at some point, sooner or later, they become irrelevant in one way or another. The classic example is grappling, where Freedom of Movement cancels it at ECL 7, or tripping at ECL 5 (since you cannot trip opponents with magical flight).

King of Nowhere
2017-12-29, 08:19 AM
I was going to do an ability-by-ability review, but you really need to look over what you did with this class. In short...
-Remove x2 HD. I think most DMs will stop there and flat out ban this class from being used. Furthermore, since it class it out as specifically HD, you can get an advanced character progression. I.e at Class 4/Sumo 1 you get your 6th level feat when everybody else is at level 5, or at Class 4/Sumo 9 you have 22 HD and can get an epic feat (aside from the one already granted by class features). You just got an epic feat, but the wizard just got 7th level spells. Think about that.


I clearly did not intend the 2 hit dice to count that way. I basically wanted the class to give a ton of hit points, and my original outline was to have d20 as hit dice, but I felt such a large hit dice would undervalue the CON modifier, plus it would be too random. So I decided it would get twice the CON modifier at each level, and I worded it without considering how hit dice affect other rules.


-Fix save progression. No, you should not be able to get Fort +12 and Ref +2 in a 10-level PrC. I get that you want a min-max weight character, but please don't bend the rules.
why not? I am chaotic


-Show what more weight does. I don't know what to title this, but this PrC gives an increased weight which only looks like a thematic increase (that, and falling object rules cheese). The only thing I could imagine it doing is giving you a medium/heavy load which isn't a good thing (and class features should give good things).
-Increase Elemental Resistance. Elemental resistance doesn't work like DR. Whereas DR tends to be from 1/- to 10/-, ____ resistance is dished out in multiples of 5.

weight increase is mostly fluff, though it can be significant if you need to pass a rope bridge or a thin floor.
elemental resistance 25 felt way too large, and increasing it only twice felt too clunky. In fact, I should just plaster it with "elemental resistance equal to his sumo level" and be done with it. Again, I'm chaotic.


-Improve Feat List. The bonus feat list and the entry feat list is pretty limited, so I would recommend expanding it (thus allowing players who want to specialize, do it).
-Shorten "Size Increase". I'm still scratching my head as to what it is supposed to do, but it looks like it is supposed to give a measly bonus to combat maneuvers and give an optional actual size increase. Please change the name (so people don't think you actually get size increases) and explain it more simpler. I would divide it into seperate class features, one for the combat bonus, the other for the actual size increase.
-Add useful abilities. The problem with combat maneuvers is that at some point, sooner or later, they become irrelevant in one way or another. The classic example is grappling, where Freedom of Movement cancels it at ECL 7, or tripping at ECL 5 (since you cannot trip opponents with magical flight).

Size increase is supposed to eventually make you one size bigger for all relevant purposes. Just giving an increase of size at a specific level felt too sudden change from one level to the other, so I split it into four steps.
As for the rest, of course it's not a tier 1 class, but for a martial seems pretty strong. I'm feeling it's already a good bit better than barbarian, as those movement penalties should be well worth all the bonus resistances, while the permanent STR increase compensates for the lack of greater rage at higher level.
And perfect trample looks strong to me. You charge a line of opponents, you knock them to the ground (with your size and STR bonus, plus the charging bonus, the opposed roll should be an easy win), you deal trample damage AND you get to attack them as part of a full attach, which you can make while charging. I'd think the class is a bit too strong if nothing else.

Goaty14
2017-12-29, 02:51 PM
I clearly did not intend the 2 hit dice to count that way. I basically wanted the class to give a ton of hit points, and my original outline was to have d20 as hit dice, but I felt such a large hit dice would undervalue the CON modifier, plus it would be too random. So I decided it would get twice the CON modifier at each level, and I worded it without considering how hit dice affect other rules.
Solution: Give it d12 HP. I'm pretty sure the CON increases should cover HP pretty well.


why not? I am chaotic
Because it is bending the rules on the game. You either have a good save progression or a bad one, there is no 3rd option. If your PrC doesn't play with the rules, then your PrC isn't played, it's that simple. ((Detailing a personality trait to explain a design flaw is a horrible excuse))


weight increase is mostly fluff, though it can be significant if you need to pass a rope bridge or a thin floor.
Ok.

elemental resistance 25 felt way too large, and increasing it only twice felt too clunky. In fact, I should just plaster it with "elemental resistance equal to his sumo level" and be done with it. Again, I'm chaotic.
This class finishes at ECL 14 (BaB +4 seems like an odd entry, but I won't complain because master specialist gets in at ECL 3). Meanwhile the cleric is casting Resist Energy (http://www.d20srd.org/srd/spells/resistEnergy.htm) to get Energy Resistance 30 for 2 hours 20 minutes.


Size increase is supposed to eventually make you one size bigger for all relevant purposes. Just giving an increase of size at a specific level felt too sudden change from one level to the other, so I split it into four steps.
I would actually give it Powerful Build1 (Races of Stone) to help the PC continue to fit into medium-sized areas.


As for the rest, of course it's not a tier 1 class, but for a martial seems pretty strong. I'm feeling it's already a good bit better than barbarian, as those movement penalties should be well worth all the bonus resistances, while the permanent STR increase compensates for the lack of greater rage at higher level. I suppose it does, but generally homebrew & PrCs are supposed to do something different that the original game and the base class didn't do, respectively. Save for the "perfect trample" ability (which I'll get to later), this looks like the splitting image of the "Berserk" class (Deities & Demigods, pg 202).


And perfect trample looks strong to me. You charge a line of opponents, you knock them to the ground (with your size and STR bonus, plus the charging bonus, the opposed roll should be an easy win), you deal trample damage AND you get to attack them as part of a full attach, which you can make while charging. I'd think the class is a bit too strong if nothing else.
Ok, so your grapple-based character can now trample a line of opponents. If I'm wrong about this being a grapple/trip/bull rush/overrun character, and it's just supposed to trample each encounter made of opponents that are conveniently in a line, then please change the bonus feat thing to focus on overrunning opponents. The one unique ability the class gets is pretty limited in how many cases you can use it, which is disappointing, not that it isn't powerful (for reasons you've mentioned), but the PrC doesn't do too much after that.

1Powerful Build basically makes a character a size bigger whenever it helps her, but counts as normal size when it doesn't. So a medium character gets a bonus to grapple checks, but not a penalty to attack rolls

GrayDeath
2017-12-29, 03:07 PM
An interesting concept.


Instead of 2d10 as still mentioned above, or the too big twice COn bonus every level, I would simply do the following:


Sumos Toughness: "A Sumo gains the Improved Toghness Feat at every even level".
A Lot of Extra no HD problems.

Or to uncouple it from Constitution (to make it more balanced and less exploitable), how about this feat:

Sumo`s Fat: At second Level a Sumo gains "Sumo`s Fat". This feat adds a number of Hitpoints equal to the Sumos total level/2 round up at every Level up. (so say the Sumo is a total level of 6 when he becomes a Sumo, and takes 5 Sumo Levels, he gains an additional 4+4+5+5+6= +24HP.


The Elemental Resistance, as mentioned, does not work in increments other than 5. You could keep it elegant and below ridiculous levels by only giving it +5 at Levels 3, 6 and 9?

The Attribute mods are fine, I would even go as far and say you could give him another point without it becoming too troublesome.

Remove the Epic Feat. There is no need to bend the rules. Instead why not build 2-3 Feats you think really fitting, and let him choose one?

Also go back to regular Save progression, maybe choose high Fort and Will, and give him a Bonus Feat at Level 3 and 6 in form of Great Fortitude and Improved Grerat Fortitude (See pathfinder SRD).


The weight Icnrease needs to matter. Maybe add a bonus against Trip/Bull Rush attempts equal to the Sumos Level?

Also, how about adding Initiating (for Tables allowing TOB/PoW)? A Sumo like above, but with Devoted Spirit and Iron heart (or if PF Iron Tortoise) would be more flexible without being too imbalanced.


Overall I love the concept, but the executuion needs help.

I do hope my little bit DID help ^^

King of Nowhere
2017-12-29, 05:51 PM
thanks for the feedback. so let's see a few of the ideas discussed here:

- for the saving throw progression, I don't see why a special one would be a problem. I could give him normal saves and (improved) greater fortitude as bonus feats, while putting in a penalty to ref saves as part of the various penalties, and it would have had mechanically the same effect, but you wouldn't complain a bit. I just don't understand this need to follow two predefinite progressions for saving throws and nothing else. Having non-standard saving throws makes the class more memorable to me.

- as for hit points, I can agree that two hit points can create a whole host of problems. Still, I would like to link the hp to CON, because the sumo is conceived first and foremost as a tank, and as it is it has no reason to invest in a decent CON score. It already gains a lot of hp and fort save, why bother with CON? Well, I want CON to matter for the sumo. Not "MAD" matter, but "nice to have invested a bit in it" matter. So, would something like "at every level, the sumo gains bonus hit points equal to his CON modifier"? Incidentallly this would make it less abusable, because it would not increase with future increases in CON.

- as for elemental resistance, I still think making it equal to the level gives much better granularity, and avoids the problem of some levels giving too much and some giving too little. I already tweaked a few progressions to avoid too much goodies at some levels and too little at others. But I guess if it bothers you too much changing it to multiples of 5 would not be a problem.
BY the way, consider two things about the elemental resistance: sure, it's not high, but it's supposed to stack with magical one, so it's actually a fair boost over buff spells. And sure, a cleric can cast resist energy or some of its variations, but those spells are single target and work for a single element, so there's no way the whole party can get a blanket protection against all elements. So a mild resistance to four elements is still pretty useful, while not game-changing.

- giving powerful build instead of that complicated size increase is a good idea. I'd want to split it in at least two increases, though, again for better granularity. And it should also get the -1 size penalty to AC, because it fits with the concept.

- improving the feat list is a good idea. However, I have no idea what I could give in its place. I mean, fighter bonus feats are too generic, and not thematically relevant. Maybe there are some splatboooks with plenty of grapple-trip-bull rush-overrun based feats, but I know none of them. Maybe I could just remove the bonus feats anyway? they are not thematically a big part of the class, and it may need a bit of nerfing.

EDIT: incidentally, I also would like the class to be at least partially monk-friendly, for a monk focusing on tripping and grappling (hence the prerequisite BAB +4, and not +6). I'm considering having sumo levels stack with monk levels for the purposes of unarmed damage and stunning fist, but I would not want to give the impression that it is a monk-based prc. /EDIT



At second Level a Sumo gains "Sumo`s Fat" If I have a similar skill, I'm going to call it "KevLard". I considered making one such skill giving natural AC, but given the ease of getting an amulet of natural armor, I discarded the idea as it would be redundant. Still, KevLard would be the name of whatever hp-gaining ability the sumo will end up with.


Ok, so your grapple-based character can now trample a line of opponents. If I'm wrong about this being a grapple/trip/bull rush/overrun character, and it's just supposed to trample each encounter made of opponents that are conveniently in a line, then please change the bonus feat thing to focus on overrunning opponents. The one unique ability the class gets is pretty limited in how many cases you can use it, which is disappointing, not that it isn't powerful (for reasons you've mentioned), but the PrC doesn't do too much after that.

you are right in that it's supposed to be a grapple/trip/bull rush/overrun character (that, and a tank), and trample is basically a better version of overrun. You are right that it has somewhat limited applications (A line of three or four opponents is rare, but I envision a sumo pushing past a fighter/summoned monster to get the wizard or archer behind as a more common situation), but I fear giving it more special skills will make the class too powerful over the barbarian (which is my power reference, since I'm not familiar with many splatbooks). And I can't think of any grapple/trip related skill besides "you gain another +something to grapple/trip". In general, the whole class concept is more about passive power than special abilities.

aimlessPolymath
2017-12-29, 07:27 PM
Hm.

As someone who likes unusual, janky classes and PrCs, I have a few thoughts.

-The janky save progression seems like a diversion from base with no real benefits. I'm less concerned with the Fortitude progression (which, as you said, is essentially similar to granting 2x Great Fortitude), and more with the ultra-low Reflex save, which seems to me to be a penalty applied for flavor reasons; it feels very much like a punishment to the player.
If you wanted a more flavorful version of the same effect, I'd have the class's armor check penalty apply to Reflex saves, then buff it to Good progression to counterbalance.
Edit: Actually, this class is only around 1 point off "add your armor check penalty from this class to your Fort saves". Hm... Sumo wrestler class as "armor check penalty matters"... I sense a PrC a-brewing...

-Proficiencies feel off. Why does a monk suddenly learn to use a greatsword? PrCs rarely need to grant proficiencies, since they'll have them from the base class.

-Class feels like it needs a dwarf's Stability ability.

-For what it's worth, the energy resistance feels a little weak.


For a feat list, I suggest Shock Trooper, Combat Brute, and Awesome Blow as feats. The first two are combat maneuver synergy feats, and the last makes sense for a big guy.
Stunning Fist might be a good pick, too.

Alternatively, if you want to be broad, you could just allow any feat that has one of the others as a prerequisite.

King of Nowhere
2018-01-06, 05:06 PM
So let's try this revision. Changed stuff is highlighted

Prerequisites: BAB +4, improved overrun and 1 feat of choice among improved bull rush, improved grapple, improved trip, improved unarmed strike

LevelBABFortRefWillSpecial
Increased weight
Armor check penalty
Movement speed penalty
1st+1+3+0+0+1 STR/CON, resistance to elements, kev-lard
+15%
0
0
2nd+2+4+0+0DR 1/-, powerful build 1
+30%
-1
-10%
3rd+3+5+0+1trample, acrofatic 1
+45%
-1
-10%
4th+4+6+0+1+2 STR/CON, -1 DEX, DR 2/-
+60%
-2
-10%
5th+5+7+1+1powerful build 2
+75%
-2
-20%
6th+6+8+1+2DR 3/-, acrofatic 2
+90%
-3
-20%
7th+7+9+1+2+3 STR/CON, -1 DEX, greater trample, -1 to AC
+105%
-3
-20%
8th+8+10+1+2DR 4/-, powerful build 3
+120%
-4
-30%
9th+9+11+1+3acrofatic 3, resistance to elements 10/-
+135%
-4
-30%
10th+10+12+2+3+4 STR/CON, -2 DEX, DR 5/-, perfect trample, powerful build (full), slow run
+150%
-5
-30%



Hit dice: d12
Class skills: same as fighter
Skill points: 2+INT modificer per level
armor and weapon proficiencies: no new proficiencies

Increased weight: the weight of the sumo is increased by that amount over the starting weight he had before taking this class.
Armor check penalty: as the sumo becomes heavier and bulkier, he suffers penalties to some skills as if he was wearing an armor all the time. This is cumulative with penalty resulting from an armor. Since fat floats, this number has to be added instead of subtracted to determine whether the sumo would sink in water.
Movement speed penalty: as the sumo becomes heavier and bulkier, he becomes also slower. His movement speed is reduced by that amount, rounded to the closer square. At level 10, the sumo also runs at 3x its normal speed (4x wwith the run feat) instead of the regular 4x. Heavy armor does not further reduce this amount.

Bonus stats: as the sumo grows, he gains bonuses to STR and CON, and penalties to DEX
Resistance to elements: fat is thermally insulating, offering protection from extreme heat and cold. fat is also electrically insulating, offering protection from electricity. Fat dissipates sonic waves, offering protection from sonic damage. Fat doesn't offer any special protection against acid, besides providing extra bulk. The sumo gains resistance to fire, cold, lightning and sonic damage equal to his sumo level. As it is a nonmagical, mundane resistance, it is cumulative with that offered by magic items or spells.
double hit dice kev-lard: at every new level, the sumo gains an amount of extra hit points equal to his (current, unmodified) CON modifier, if positive. Such hit points are not affected by future changes of CON, and are treated as bonus hit points similar to those granted by the Toughness feat
Damage reduction: fat is great for cushioning blows, giving the sumo damage reduction. This is cumulative with similar class-based damage reduction, like that of the barbarian
size increase powerful build: As the sumo grows heavier, he gradually gains most benefits of being of a larger size, and some of the drawbacks. He gains the powerful build special feat (if the sumo already has the powerful build from another source, the benefits are cumulative), but with a gradual limitation: the greatest bonus he can receive from the feat is limited to +1 at level 2, +2 at level 5, +3 at level 8. All limitations are removed at level 10. There are, however, a few drawbacks: at level 8, the sumo counts as one size greater for the purpose of determining its size modifier to AC and hide (unless he applied acrofatic to hide, see below).
Trample: At level 3 the sumo can trample an opponent it overruns, dealing damage as if it were a monster with the trample ability (unarmed strike damage + one and a half the STR modifier). The sumo can also make multiple overrun attempts per round for pushing several opponents, provided he keeps succeeding. At level 7th, the sumo can perform an overrun action as part of his movement and make an attack as his standard action. At level 10th, the sumo can perform multiple overrun actions and make an attack against each overrun opponent with his normal BAB progression. For example, a 10th level sumo with a BAB of +14 may charge a line of four opponents, overrun the first, knocking it prone and attacking it at +14, overrun the second, knocking it prone and attacking it at +9, overrun the third and attack the fourth opponent at +4 as if the sumo had simply charged it over empty ground.
Acrofatic: The sumo has grown accustomed to his bulk, and can show a suprising amount of agility for his size. At levels 3, 6 and 9 the sumo chooses a skill that suffers from armor check penalty. The sumo does not suffer his own class-based armor check penalty to that skill. He only suffers half the armor check penalty to that skill from other sources, because once he learns to compensate for his bulk, armor isn't much of an hindrance anyway
Bonus feats: removed

King of Nowhere
2018-01-06, 05:08 PM
EDIT: I accidentally overwrote the original post instead of making a new one. is there a way to roll back?

So let's try this revision. Changed stuff is highlighted

Prerequisites: BAB +4, improved overrun and 1 feat of choice among improved bull rush, improved grapple, improved trip, improved unarmed strike

LevelBABFortRefWillSpecial
Increased weight
Armor check penalty
Movement speed penalty
1st+1+3+0+0+1 STR/CON, resistance to elements, kev-lard
+15%
0
0
2nd+2+4+0+0DR 1/-, powerful build 1
+30%
-1
-10%
3rd+3+5+0+1trample, acrofatic 1
+45%
-1
-10%
4th+4+6+0+1+2 STR/CON, -1 DEX, DR 2/-
+60%
-2
-10%
5th+5+7+1+1powerful build 2
+75%
-2
-20%
6th+6+8+1+2DR 3/-, acrofatic 2
+90%
-3
-20%
7th+7+9+1+2+3 STR/CON, -1 DEX, greater trample, -1 to AC
+105%
-3
-20%
8th+8+10+1+2DR 4/-, powerful build 3
+120%
-4
-30%
9th+9+11+1+3acrofatic 3, resistance to elements 10/-
+135%
-4
-30%
10th+10+12+2+3+4 STR/CON, -2 DEX, DR 5/-, perfect trample, powerful build (full), slow run
+150%
-5
-30%



Hit dice: d12
Class skills: same as fighter
Skill points: 2+INT modificer per level
armor and weapon proficiencies: no new proficiencies

Increased weight: the weight of the sumo is increased by that amount over the starting weight he had before taking this class.
Armor check penalty: as the sumo becomes heavier and bulkier, he suffers penalties to some skills as if he was wearing an armor all the time. This is cumulative with penalty resulting from an armor. Since fat floats, this number has to be added instead of subtracted to determine whether the sumo would sink in water.
Movement speed penalty: as the sumo becomes heavier and bulkier, he becomes also slower. His movement speed is reduced by that amount, rounded to the closer square. At level 10, the sumo also runs at 3x its normal speed (4x wwith the run feat) instead of the regular 4x. Heavy armor does not further reduce this amount.

Bonus stats: as the sumo grows, he gains bonuses to STR and CON, and penalties to DEX
Resistance to elements: fat is thermally insulating, offering protection from extreme heat and cold. fat is also electrically insulating, offering protection from electricity. Fat dissipates sonic waves, offering protection from sonic damage. Fat doesn't offer any special protection against acid, besides providing extra bulk. The sumo gains resistance to fire, cold, lightning and sonic damage equal to his sumo level. As it is a nonmagical, mundane resistance, it is cumulative with that offered by magic items or spells.
double hit dice kev-lard: at every new level, the sumo gains an amount of extra hit points equal to his (current, unmodified) CON modifier, if positive. Such hit points are not affected by future changes of CON, and are treated as bonus hit points similar to those granted by the Toughness feat
Damage reduction: fat is great for cushioning blows, giving the sumo damage reduction. This is cumulative with similar class-based damage reduction, like that of the barbarian
size increase powerful build: As the sumo grows heavier, he gradually gains most benefits of being of a larger size, and some of the drawbacks. He gains the powerful build special feat (if the sumo already has the powerful build from another source, the benefits are cumulative), but with a gradual limitation: the greatest bonus he can receive from the feat is limited to +1 at level 2, +2 at level 5, +3 at level 8. All limitations are removed at level 10. There are, however, a few drawbacks: at level 8, the sumo counts as one size greater for the purpose of determining its size modifier to AC and hide (unless he applied acrofatic to hide, see below).
Trample: At level 3 the sumo can trample an opponent it overruns, dealing damage as if it were a monster with the trample ability (unarmed strike damage + one and a half the STR modifier). The sumo can also make multiple overrun attempts per round for pushing several opponents, provided he keeps succeeding. At level 7th, the sumo can perform an overrun action as part of his movement and make an attack as his standard action. At level 10th, the sumo can perform multiple overrun actions and make an attack against each overrun opponent with his normal BAB progression. For example, a 10th level sumo with a BAB of +14 may charge a line of four opponents, overrun the first, knocking it prone and attacking it at +14, overrun the second, knocking it prone and attacking it at +9, overrun the third and attack the fourth opponent at +4 as if the sumo had simply charged it over empty ground.
Acrofatic: The sumo has grown accustomed to his bulk, and can show a suprising amount of agility for his size. At levels 3, 6 and 9 the sumo chooses a skill that suffers from armor check penalty. The sumo does not suffer his own class-based armor check penalty to that skill. He only suffers half the armor check penalty to that skill from other sources, because once he learns to compensate for his bulk, armor isn't much of an hindrance anyway
Bonus feats: removed

Braininthejar2
2018-01-06, 05:41 PM
He should have stability, like dwarves/quadrupeds have.

The whole point of a sumo wrestler purposefully getting a fat ass is to lower his center of gravity.

Or is it supposed to be represented by the powerful build thing?

Also, being fat doesn't make you a slower runner - it's the stamina that's a problem. Then again, the same is true for IRL armor, so it might be left as is for consistency's sake.

King of Nowhere
2018-01-06, 07:17 PM
He should have stability, like dwarves/quadrupeds have.

The whole point of a sumo wrestler purposefully getting a fat ass is to lower his center of gravity.

Or is it supposed to be represented by the powerful build thing?

the powerful build already gives +4 against tripping/overrunning. I felt giving another +4 in addition to that would be too much.


Also, being fat doesn't make you a slower runner - it's the stamina that's a problem. Then again, the same is true for IRL armor, so it might be left as is for consistency's sake.
Well, being fat does decrease your acceleration, but aside from that it's true. However, the point of the class (fluff besides) is to get extra power for size-based combat manuevers and a lot of tanking at the cost of some mobility. If I let the sumo keep the same speed and have all those goodies, it would be way too much. A penalty to endurance isn't much, as 1) it is rarely used, and 2) it would be overcome by all those huge plusses to fort and CON.

Thinking about it, I should make the armor check penalty apply to endurance checks (if it doesn't already) and I should specify that the movement penalty also does apply to most magical flight, because otherwise it can be overcome too easily.