Joe Rice
2008-03-31, 05:13 PM
Hey, guys. For my first post here I thought I'd put up a base class I've created for my home campaign. The masked grappler is a martial class based on Mexican luchadors that basically combines elements of the monk class and the oriental adventures Samurai . . .I don't yet know how to do tables so I hope this comes out in a readable fashion . . .all critiques and comments are welcome.
Well, crap, that totally didn't work . . .how about this
Masked Grappler
Alignment: Any chaotic.
Hit Die: d8.
Class Skills The masked grappler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special|Unarmed Damage|AC Bonus
1|+1|+2|+2|+0|Bonus Feat, Unarmed Strike, Improved Grapple|1d6|+0
2|+2|+3|+3|+0|Bonus Feat, Evasion|1d6|+0
3|+3|+3|+3|+1|Masked Mind|1d6|+0
4|+4|+4|+4|+1|Masked Strike (magic)|1d8|+0
5|+5|+4|+4|+1|Mask Magic|1d8|+1
6|+6/+1|+5|+5|+2|Bonus Feat|1d8|+1
7|+7/+2|+5|+5|+2||1d8|+1
8|+8/+3|+6|+6|+2||1d10|+1
9|+9/+4|+6|+6|+3|Improved Evasion|1d10|+1
10|+10/+5|+7|+7|+3|Masked Strike (Chaotic)|1d10|+2
11|+11/+6/+1|+7|+7|+3||1d10|+2
12|+12/+7/+2|+8|+8|+4||2d6|+2
13|+13/+8/+3|+8|+8|+4||2d6|+2
14|+14/+9/+4|+9|+9|+4||2d6|+2
15|+15/+10/+5|+9|+9|+5||2d6|+3
16|+16/+11/+6/+1|+10|+10|+5|Masked Strike (Adamantine)|2d8|+3
17|+17/+12/+7/+2|+10|+10|+5||2d8|+3
18|+18/+13/+8/+3|+11|+11|+6||2d8|+3
19|+19/+14/+9/+4|+11|+11|+6||2d8|+3
20|+20/+15/+10/+5|+12|+12|+6||2d10|+4
[/table]
Class Features
All of the following are class features of the Masked Grappler.
Weapon and Armor Proficiency: Masked grapplers are proficient with simple and improvised weapons only. They are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a heavy load, a grappler loses her AC bonus.
AC Bonus (Ex): When unarmored and unencumbered, the grappler adds her Charisma bonus (if any) to her AC. In addition, a grappler gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five grappler levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the grappler is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a heavy load.
Improved Grapple: As per the feat
Unarmed Strike: As per the monk class
Bonus Feat: At 1st level, a grappler may select either Acrobatic or Endurance as a bonus feat. At 2nd level, she may select either Power Attack or Diehard as a bonus feat. At 6th level, she may select either Leap Attack or Improved Trip as a bonus feat. A grappler need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a grappler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless grappler does not gain the benefit of evasion.
Masked Mind (Ex): A grappler of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a grappler’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s grappler level. At 10th level, her unarmed attacks are also treated as chaotic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Mask Magic (Su): Starting at fifth level, a masked grappler begins to unlock the magical properties of her mask. The grappler may choose bonuses from the Magic Armor list or from the Magic Weapon list. Weapon bonuses will be applied to unarmed or grappled attacks. Grapplers must find a shrine of the first masked and sacrifice XP and gold as per the following table:
{table=head]Weapon/Armor Bonus|XP Merged to date|Total Days at Shrine/Ring|GPs to date|Minimum Character Level
+1|80|2|250|5
+2|320|8|1000|7
+3|720|14|2250|9
+4|1280|32|4000|11
+5|2000|50|6250|13
+6|2880|72|7000|14
+7|3920|98|12250|15
+8|5120|128|16000|16
+9|6480|162|20250|17
+10|8000|200|25000|18
[/table]
Improved Evasion (Ex): At 9th level, a grappler’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless grappler does not gain the benefit of improved evasion.
Well, crap, that totally didn't work . . .how about this
Masked Grappler
Alignment: Any chaotic.
Hit Die: d8.
Class Skills The masked grappler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special|Unarmed Damage|AC Bonus
1|+1|+2|+2|+0|Bonus Feat, Unarmed Strike, Improved Grapple|1d6|+0
2|+2|+3|+3|+0|Bonus Feat, Evasion|1d6|+0
3|+3|+3|+3|+1|Masked Mind|1d6|+0
4|+4|+4|+4|+1|Masked Strike (magic)|1d8|+0
5|+5|+4|+4|+1|Mask Magic|1d8|+1
6|+6/+1|+5|+5|+2|Bonus Feat|1d8|+1
7|+7/+2|+5|+5|+2||1d8|+1
8|+8/+3|+6|+6|+2||1d10|+1
9|+9/+4|+6|+6|+3|Improved Evasion|1d10|+1
10|+10/+5|+7|+7|+3|Masked Strike (Chaotic)|1d10|+2
11|+11/+6/+1|+7|+7|+3||1d10|+2
12|+12/+7/+2|+8|+8|+4||2d6|+2
13|+13/+8/+3|+8|+8|+4||2d6|+2
14|+14/+9/+4|+9|+9|+4||2d6|+2
15|+15/+10/+5|+9|+9|+5||2d6|+3
16|+16/+11/+6/+1|+10|+10|+5|Masked Strike (Adamantine)|2d8|+3
17|+17/+12/+7/+2|+10|+10|+5||2d8|+3
18|+18/+13/+8/+3|+11|+11|+6||2d8|+3
19|+19/+14/+9/+4|+11|+11|+6||2d8|+3
20|+20/+15/+10/+5|+12|+12|+6||2d10|+4
[/table]
Class Features
All of the following are class features of the Masked Grappler.
Weapon and Armor Proficiency: Masked grapplers are proficient with simple and improvised weapons only. They are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a heavy load, a grappler loses her AC bonus.
AC Bonus (Ex): When unarmored and unencumbered, the grappler adds her Charisma bonus (if any) to her AC. In addition, a grappler gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five grappler levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the grappler is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a heavy load.
Improved Grapple: As per the feat
Unarmed Strike: As per the monk class
Bonus Feat: At 1st level, a grappler may select either Acrobatic or Endurance as a bonus feat. At 2nd level, she may select either Power Attack or Diehard as a bonus feat. At 6th level, she may select either Leap Attack or Improved Trip as a bonus feat. A grappler need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a grappler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless grappler does not gain the benefit of evasion.
Masked Mind (Ex): A grappler of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a grappler’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s grappler level. At 10th level, her unarmed attacks are also treated as chaotic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Mask Magic (Su): Starting at fifth level, a masked grappler begins to unlock the magical properties of her mask. The grappler may choose bonuses from the Magic Armor list or from the Magic Weapon list. Weapon bonuses will be applied to unarmed or grappled attacks. Grapplers must find a shrine of the first masked and sacrifice XP and gold as per the following table:
{table=head]Weapon/Armor Bonus|XP Merged to date|Total Days at Shrine/Ring|GPs to date|Minimum Character Level
+1|80|2|250|5
+2|320|8|1000|7
+3|720|14|2250|9
+4|1280|32|4000|11
+5|2000|50|6250|13
+6|2880|72|7000|14
+7|3920|98|12250|15
+8|5120|128|16000|16
+9|6480|162|20250|17
+10|8000|200|25000|18
[/table]
Improved Evasion (Ex): At 9th level, a grappler’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless grappler does not gain the benefit of improved evasion.