Prerequisites:
  • BAB: +5
  • Skills: Escape Artist 5 ranks, Tumble 5 ranks
  • Feats: Improved Unarmed Strike, Improved Grapple
  • Special: The candidate must have defeated at least three opponents one size category larger than himself with his bare hands


HD: d10
Skills: Same as monk across the board.

Lvl BAB Fort Ref Will Class Features
1 +1 +2 +2 +0 Larger Than Life, Professional Wrestler, Monk Abilities
2 +2 +3 +3 +0 Monstrous Opponent
3 +3 +3 +3 +1 Bonus Feat, Body Slam
4 +4 +4 +4 +1 Larger Than Life
5 +5 +4 +4 +1 Wrestling Champion
6 +6 +5 +5 +2 Bonus Feat, Sleeper Lock
7 +7 +5 +5 +2 Larger Than Life
8 +8 +6 +6 +2 Inescapable
9 +9 +6 +6 +3 Bonus Feat, Devastating Grapple
10 +10 +7 +7 +3 Larger Than Life, Legendary Wrestler

Monk Abilities: A reaping mauler's class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus.

Larger Than Life: When this ability is gained, you count as one size larger than you are for the purposes of grapple checks, the opponents you're capable of grappling/keeping grappled, how heavy an improvised weapon you can wield, and your unarmed strike damage. This ability is gained again at 4th, 7th, and 10th lvl, and stacks with itself.

Professional Wrestler: Add your class level to your grapple checks and to the damage of any attack you make in a grapple. Additionally, you gain the Stunning Fist feat, and your Reaping Mauler levels count as monk levels for the purposes of determining how many uses you have per day.

Monstrous Opponent: When wearing light or no armor, you gain an untyped bonus to your Natural Armor equal to your Constitution modifier. Additionally, you gain DR X/- equal to half your class level (rounded down), which stacks with other DR X/-. Finally, you gain the Improved Grab ability.

Bonus Feat: At 3rd, 6th, and 9th lvl, you gain a feat from the Fighter Bonus Feat list; you must qualify for the selected feat.

Body Slam: If, at the start of your turn, you have a creature pinned, and that creature is within the weight limit of improvised weapons you're capable of wielding, you may wield that creature as an improvised weapon of its weight, making attacks (possibly iterative attacks) and dealing damage as appropriate for its weight. If you successfully make an attack with this improvised weapon, the improvised weapon damage is also dealt to the pinned creature (so if you attack and hit an ogre while wielding a goblin, both the ogre and the wielded goblin take damage as appropriate for an improvised weapon of the goblin's weight).

Wrestling Champion: Any attack you make while grappling (including via Body Slam) increases its critical threat range by 1 (before multipliers are applied, if applicable), and increases its critical damage multiplier by 1.

Sleeper Lock: If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for a number of rounds equal to your class level + your Wis modifier. You may spend a Stunning Fist attempt as a free action to force this saving throw immediately upon pinning the creature, instead of waiting. Creatures with no need to breathe are immune to this effect, while creatures with no discernible anatomy but a need to breathe are not immune (instead gaining a +4 bonus to the save).

Inescapable: No creature is beyond your ability to grapple, so long as they are within arms' reach. If a spell prevents you from grappling a creature, or allows the creature to automatically escape, it does not, but instead gives a bonus to the appropriate grapple checks equal to the spell's caster level. Additionally, you can grapple incorporeal creatures as if they were corporeal, although they gain a bonus equal to their Hit Dice and may use their Dexterity or Charisma in place of their Strength for grappling purposes against you (their choice).

Devastating Grapple: If the character pins his opponent while grappling and maintains the pin for 2 full rounds (or for 1 full round if their opponent is unconscious for that whole round), the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or instantly die. You may spend two Stunning Fist attempts as a free action to force this saving throw immediately upon pinning the creature, instead of waiting. Creatures immune to precision damage or with no discernible anatomy are not immune to this effect (instead gaining a +4 to the save).

Legendary Wrestler: You gain Legendary Wrestler and Epic Reputation as bonus feats, even if you do not qualify for them.

Multiclass Note: A monk who becomes a reaping mauler may continue advancing as a monk.