This is part of an on-going project by your's truly to create a bunch of dedicated PrC's for an existing pantheon. If you would, please take a look at this PrC and let me know if you think it is balanced for NPC use. Also if you have some suggestions for improving the PrC, those would be appreciated. (I'm not too concerned about whether it has the "right number" of levels.) Shizle is a deity of strength, glory and obstacles. Thanks!
Pancratist
Followers of the deity Shizle invariably place a high emphasis on athletic prowess. They will often spend a significant amount of their free time trying to enhance their athletic skills and will often journey to the sites of games in order to compete, or even just to associate with the very best athletes. The elite among this group receive specialized training in a broad variety of athletic knowledge, as well as learning secret techniques for enhancing their knowledge of wrestling and other grappling sports.
The pancratist is a fine-tuned physical specimen who has attuned her body for maximum possible exertion. She excels in a wide range of sports and can perform astonishing feats of strength, agility and resiliency. The schools of the pancratist possess knowledge of specialized techniques in unarmed combat, and can be as deadly unarmed as many a well-armed warrior. Pancratists often enjoy a physical lifestyle and will chose outdoor professions such as a hunter, lumberjack or sailor.
Although this prestige class primarily attracts monks, members of other classes can also be trained as a pancratist. In particular the athletically-inclined rangers, fighters and even rogues can join the ranks of the pancratists. However, barbarians and most druids lack the dedicated focus needed to become a pancratist. Clerics only infrequently become pancratists, and it is very rare to see a sorcerer or a practicing wizard among these ranks.
Hit Die: d8.
Requirements
Alignment: Any lawful.
Skills: 8 ranks in either Climb, Jump or Swim.
Feats: Athletic, Improved Unarmed Strike.
Base Attack Bonus: +4.
Patron: Shizle.
Class Skills
The prestige class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Pancratists are proficient with the club, dagger, greatclub, javelin, quarterstaff, sling and shortbow. She gains no other additional proficiency in any weapon, armor or shield.
Monk Advancement: A character who raises their pancratist class by a level is not prohibited from further raising her monk level. However a monk who has lost already the ability to raise her monk level, may not regain that ability by raising their pancratist level.
Grapple Attack Bonus (Ex): A pancratists gains a +1 bonus on all grapple-checks, regardless of whether they initiated the grapple. This bonus improves to +2 at the 3rd pancratist level, and by an additional +1 every two pancratist levels thereafter (5th, 7th and 9th).
Bonus Feat: At 1st level, a pancratist gets a bonus athletic-oriented feat. The pancratist gets an additional bonus feat at 3rd level and every two pancratist class levels thereafter (5th, 7th, and 9th.) These feats must be drawn from the following list of feats: Acrobatic, Agile, Combat Reflexes, Diehard, Dodge, Endurance, Improved Disarm, Improved Grapple, Improved Trip, Mobility or Run. A pancratist must still meet all prerequisites for a bonus feat. These bonus feats are in addition to the feat that a character of any class gets every three levels.
Throw (Ex): At 2nd level, a pancratist may attempt to combine a grapple attack with a trip. The attempt must be announced prior to making the attack, and you can only attempt to throw an opponent who is one size category larger than you, the same size, or smaller. On a successful melee touch attack, you make an opposed grapple check as a free action. If this succeeds, you next make a trip attack as a free action. If the trip attempt fails, you are still grappled with the opponent.
Powerful Exertion (Ex): At 3rd level, a pancratist may attempt to exceed her normal limits of physical exertion. Once per day, she can add her Wisdom bonus (if any) to a Strength or Dexterity-based skill check.
At 5th and 8th levels, the pancratist may perform a powerful exertion one additional time per day.
Fast Movement (Ex): At 4th level a pancratist gains a +10 ft. enhancement bonus to her speed. This is cumulative with any fast movement bonuses gained with monk class levels. A pancratist in armor (even light armor) or carrying a meadium or heavy load loses this extra speed. The enhancement bonus increases to +20 ft. at 7th pancratist level.
Avoidance (Ex): At 4th level, a pancratist becomes especially skilled at dodging a charging attacker. Once per round you can declare that you are avoiding a charging attacker. You gain a +2 Dodge bonus to your AC against the melee attack of the charging attacker. If you are defending against a bull rush by a charging attacker, you make a Dexterity check with a +4 bonus instead of a Strength check.
Disabling Grip (Ex): A 4th level pancratist has learned techniques of weakening and hampering a pinned opponent. A pinned opponent damaged by an opposed grapple check also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. This ability has no effect against creatures that are immune to stunning.
AC Bonus (Ex): A pancratist gains special training at dodging blows. When unarmored and unencumbered, a pancratist gains a +1 bonus to AC at 5th level. This bonus is cumulative with any AC bonuses gained for monk class levels.
This bonus to AC apply even against touch attacks or when the pancratist is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Numbing Grip (Ex): A 6th level pancratist has learned techniques of inflicting numbing blows against a pinned opponent. A pinned opponent damaged by an opposed grapple check also takes 2 points of Dexterity damage. This ability has no effect against creatures that are immune to paralysis.
Crippling Grip (Ex): At 8th level a pancratist has mastered the art of inflicting crippling blows against a grappled opponent. A pinned opponent damaged by an opposed grapple check also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. This ability has no effect against creatures that are immune to stunning.
Table: Pancratist
Thanks for the table formatting Frukathka!
Pancratist
Followers of the deity Shizle invariably place a high emphasis on athletic prowess. They will often spend a significant amount of their free time trying to enhance their athletic skills and will often journey to the sites of games in order to compete, or even just to associate with the very best athletes. The elite among this group receive specialized training in a broad variety of athletic knowledge, as well as learning secret techniques for enhancing their knowledge of wrestling and other grappling sports.
The pancratist is a fine-tuned physical specimen who has attuned her body for maximum possible exertion. She excels in a wide range of sports and can perform astonishing feats of strength, agility and resiliency. The schools of the pancratist possess knowledge of specialized techniques in unarmed combat, and can be as deadly unarmed as many a well-armed warrior. Pancratists often enjoy a physical lifestyle and will chose outdoor professions such as a hunter, lumberjack or sailor.
Although this prestige class primarily attracts monks, members of other classes can also be trained as a pancratist. In particular the athletically-inclined rangers, fighters and even rogues can join the ranks of the pancratists. However, barbarians and most druids lack the dedicated focus needed to become a pancratist. Clerics only infrequently become pancratists, and it is very rare to see a sorcerer or a practicing wizard among these ranks.
Hit Die: d8.
Requirements
Alignment: Any lawful.
Skills: 8 ranks in either Climb, Jump or Swim.
Feats: Athletic, Improved Unarmed Strike.
Base Attack Bonus: +4.
Patron: Shizle.
Class Skills
The prestige class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Pancratists are proficient with the club, dagger, greatclub, javelin, quarterstaff, sling and shortbow. She gains no other additional proficiency in any weapon, armor or shield.
Monk Advancement: A character who raises their pancratist class by a level is not prohibited from further raising her monk level. However a monk who has lost already the ability to raise her monk level, may not regain that ability by raising their pancratist level.
Grapple Attack Bonus (Ex): A pancratists gains a +1 bonus on all grapple-checks, regardless of whether they initiated the grapple. This bonus improves to +2 at the 3rd pancratist level, and by an additional +1 every two pancratist levels thereafter (5th, 7th and 9th).
Bonus Feat: At 1st level, a pancratist gets a bonus athletic-oriented feat. The pancratist gets an additional bonus feat at 3rd level and every two pancratist class levels thereafter (5th, 7th, and 9th.) These feats must be drawn from the following list of feats: Acrobatic, Agile, Combat Reflexes, Diehard, Dodge, Endurance, Improved Disarm, Improved Grapple, Improved Trip, Mobility or Run. A pancratist must still meet all prerequisites for a bonus feat. These bonus feats are in addition to the feat that a character of any class gets every three levels.
Throw (Ex): At 2nd level, a pancratist may attempt to combine a grapple attack with a trip. The attempt must be announced prior to making the attack, and you can only attempt to throw an opponent who is one size category larger than you, the same size, or smaller. On a successful melee touch attack, you make an opposed grapple check as a free action. If this succeeds, you next make a trip attack as a free action. If the trip attempt fails, you are still grappled with the opponent.
Powerful Exertion (Ex): At 3rd level, a pancratist may attempt to exceed her normal limits of physical exertion. Once per day, she can add her Wisdom bonus (if any) to a Strength or Dexterity-based skill check.
At 5th and 8th levels, the pancratist may perform a powerful exertion one additional time per day.
Fast Movement (Ex): At 4th level a pancratist gains a +10 ft. enhancement bonus to her speed. This is cumulative with any fast movement bonuses gained with monk class levels. A pancratist in armor (even light armor) or carrying a meadium or heavy load loses this extra speed. The enhancement bonus increases to +20 ft. at 7th pancratist level.
Avoidance (Ex): At 4th level, a pancratist becomes especially skilled at dodging a charging attacker. Once per round you can declare that you are avoiding a charging attacker. You gain a +2 Dodge bonus to your AC against the melee attack of the charging attacker. If you are defending against a bull rush by a charging attacker, you make a Dexterity check with a +4 bonus instead of a Strength check.
Disabling Grip (Ex): A 4th level pancratist has learned techniques of weakening and hampering a pinned opponent. A pinned opponent damaged by an opposed grapple check also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. This ability has no effect against creatures that are immune to stunning.
AC Bonus (Ex): A pancratist gains special training at dodging blows. When unarmored and unencumbered, a pancratist gains a +1 bonus to AC at 5th level. This bonus is cumulative with any AC bonuses gained for monk class levels.
This bonus to AC apply even against touch attacks or when the pancratist is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Numbing Grip (Ex): A 6th level pancratist has learned techniques of inflicting numbing blows against a pinned opponent. A pinned opponent damaged by an opposed grapple check also takes 2 points of Dexterity damage. This ability has no effect against creatures that are immune to paralysis.
Crippling Grip (Ex): At 8th level a pancratist has mastered the art of inflicting crippling blows against a grappled opponent. A pinned opponent damaged by an opposed grapple check also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. This ability has no effect against creatures that are immune to stunning.
Table: Pancratist
Code:
[b]Class Attack Fort. Ref. Will Grapple Speed
Level Bonus Save Save Save Special Bonus Bonus[/b]
1 +0 +2 +2 +2 Monk advancement, bonus feat +1 +0 ft.
2 +1 +3 +3 +3 Throw +1 +0 ft.
3 +2 +3 +3 +3 Bonus feat, powerful exertion +2 +0 ft.
4 +3 +4 +4 +4 Disabling grip, avoidance +2 +10 ft.
5 +3 +4 +4 +4 AC bonus, Bonus feat +3 +10 ft.
6 +4 +5 +5 +5 Powerful exertion, numbing grip +3 +10 ft.
7 +5 +5 +5 +5 Bonus feat +4 +20 ft.
8 +6 +6 +6 +6 Crippling grip +4 +20 ft.
9 +6 +6 +6 +6 Bonus feat, powerful exertion +5 +20 ft.
Thanks for the table formatting Frukathka!
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