the Jester
Legend
Hi there guys... first of all, I know nothing about real sumo, so this prc prolly doesn't really relate well to it. Fact is, the high-level monk imc wants a good wrestling-style prc, and this is what I came up with. I started with the image of a sumo wrestler and went from there.
Anyway, I haven't got a clue about monk prcs.... anyone with more experience in this department wanna give some feedback?
Sumo Yokozuna
There are many different schools of unarmed combat. Some focus on blows of the hand or feet, others on nerve pinches and strikes to vital organs. The sumo focuses on using his body mass to defeat his enemy, focusing on holds and locks. A sumo yokozuna is only appointed after a great tournament; it is he alone who is worthy of the title.
Most sumo yokozunas begin as monks, but some start as fighters. It is not unheard of for a barbarian to become a sumo yokozuna. Dwarves, halflings, half-orcs and humans are the most likely races to follow the path of the sumo.
Hit Die: d8
Prerequisites: Balance (8 ranks). Earth’s Embrace, Improved Grapple, Improved Unarmed Strike. The character must weigh at least 10% more than an average member of his race.
Class Skills: Balance (dex), Concentration (con), Intimidate (cha), Jump (str), Move Silently (dex), Perform (cha), Sense Motive (wis), Tumble (dex). Skill points per level: 4 + int bonus.
Base Attack: Medium (as monk)
Good Saves: Fort, Ref and Will
Level---Special Abilities
1---Monk abilities, stability
2---Stance of the oak
3---The tree topples
4---Stomp
5---Deafening blow
6---Stance of the elephant
7---Roar of the lion
8---Stunning clasp
9---Sky couples with the ground
10---Stance of the mountain
CLASS FEATURES
Weapon and Armor Proficiencies: A sumo yokozuna gains no new armor or weapon proficiencies.
Monk Abilities: A sumo yokozuna with monk levels stacks his monk levels with his sumo yokozuna levels for purposes of his unarmed damage, his AC bonus and his flurry of blows ability. If the sumo yokozuna does not have monk levels, he gains the AC bonus and unarmed damage of a monk of his sumo yokozuna class level.
Stability (Ex): A sumo yokozuna has a +4 competence bonus on any opposed roll to trip, bull rush or otherwise move him.
Stance of the Oak (Ex): A sumo yokozuna is trained to take a mighty, nigh-immovable stance in battle. As long as the sumo yokozuna has not moved from his square within the last full round, he gains a +4 dodge bonus to AC. Against any opponent who has not moved in the last full round, he also gains a +2 competence bonus on attack rolls with his natural weapons, unarmed strike or grapple attacks.
The Tree Topples (Ex): A sumo yokozuna can bring even the mightiest foes to the ground. Whenever a sumo yokozuna gets a hold on an enemy, he may choose to expend one use of his stunning fist for the day to make a trip attack as a free action with a +4 bonus. This trip attack does not count against his normal number of attacks for the round. If this trip attack succeeds, the sumo yokozuna may choose to either maintain the grapple and fall prone with his victim (inflicting 1d6 + str bonus damage to the victim in the process) or to allow the victim to escape the grapple and to remain standing. If the sumo yokozuna fails to trip his foe, his enemy may not react and attempt to trip him back.
Stomp (Ex): As a standard action, a sumo yokozuna can make an intimidating stomp. This follows the normal rules for a demoralize attempt (see the Intimidate skill description in the PH), except that the sumo yokozuna gets a +4 competence bonus on his check.
Deafening Blow (Ex): By expending one of his stunning attacks for the day, a sumo yokozuna can deafen an enemy with a successful unarmed strike or grapple attack. Unless the victim makes a Fort save, DC 10 + ½ the character’s HD + wis bonus, it will be deafened for 1d6 rounds.
Stance of the Elephant (Ex): The sumo yokozuna’s training has advanced to the point that he counts as being one size larger than he is when subjected to a bull rush, trip or other attack form that attempts to move him. As long as the sumo yokozuna has not moved from his square within the last full round, he gains a +4 morale bonus to strength. Against any opponent who has not moved in the last full round, he also counts as magic and adamantine when he attacks with his natural weapons, unarmed strike or grapple attacks.
Roar of the Lion (Su): Once per day the sumo yokozuna can let out a terrific battle roar as a standard action. All creatures in a 30’ cone directly in front of the sumo must make Will saves (DC 15 + wis bonus) or be frightened. Whether or not they save, all victims in the cone suffer a -2 morale penalty on saving throws for the next 1d4 rounds.
Stunning Clasp (Ex): As a standard action, a sumo yokozuna can make an opposed grapple check to use any ability that requires one use of his stunning fist ability on a victim that he is already grappling. The victim is allowed any normal saving throw or other chance to resist.
Sky Couples with the Ground (Ex): If the sumo yokozuna pins a prone enemy, he can inflict terrible damage at the cost of releasing his victim. As a full round action, with a successful grapple check a sumo yokozuna can inflict triple his normal unarmed damage plus one and a half times his strength bonus in either lethal or nonlethal damage.
Stance of the Mountain (Ex): A sumo yokozuna of tenth level stands tall and intimidating as the mountains themselves. As long as he has not moved from his present location in the last round, he gains a +8 competence bonus on defensive grapple checks and checks to resist bull rushes, trips or other effects that move the sumo yokozuna. He also gains a +4 competence bonus on Fortitude saves. He may give up this stance in a charge often called ‘the avalanche’ by those familiar with it. This charge may be either a normal charge culminating in an unarmed strike or a bull rush attempt, but either way the sumo yokozuna gains a +4 competence bonus on his attack or bull rush roll, and deals an extra 1d6 points of damage (if a charge) or knocks his foe an extra 5’ (if a bull rush).
Anyway, I haven't got a clue about monk prcs.... anyone with more experience in this department wanna give some feedback?
Sumo Yokozuna
There are many different schools of unarmed combat. Some focus on blows of the hand or feet, others on nerve pinches and strikes to vital organs. The sumo focuses on using his body mass to defeat his enemy, focusing on holds and locks. A sumo yokozuna is only appointed after a great tournament; it is he alone who is worthy of the title.
Most sumo yokozunas begin as monks, but some start as fighters. It is not unheard of for a barbarian to become a sumo yokozuna. Dwarves, halflings, half-orcs and humans are the most likely races to follow the path of the sumo.
Hit Die: d8
Prerequisites: Balance (8 ranks). Earth’s Embrace, Improved Grapple, Improved Unarmed Strike. The character must weigh at least 10% more than an average member of his race.
Class Skills: Balance (dex), Concentration (con), Intimidate (cha), Jump (str), Move Silently (dex), Perform (cha), Sense Motive (wis), Tumble (dex). Skill points per level: 4 + int bonus.
Base Attack: Medium (as monk)
Good Saves: Fort, Ref and Will
Level---Special Abilities
1---Monk abilities, stability
2---Stance of the oak
3---The tree topples
4---Stomp
5---Deafening blow
6---Stance of the elephant
7---Roar of the lion
8---Stunning clasp
9---Sky couples with the ground
10---Stance of the mountain
CLASS FEATURES
Weapon and Armor Proficiencies: A sumo yokozuna gains no new armor or weapon proficiencies.
Monk Abilities: A sumo yokozuna with monk levels stacks his monk levels with his sumo yokozuna levels for purposes of his unarmed damage, his AC bonus and his flurry of blows ability. If the sumo yokozuna does not have monk levels, he gains the AC bonus and unarmed damage of a monk of his sumo yokozuna class level.
Stability (Ex): A sumo yokozuna has a +4 competence bonus on any opposed roll to trip, bull rush or otherwise move him.
Stance of the Oak (Ex): A sumo yokozuna is trained to take a mighty, nigh-immovable stance in battle. As long as the sumo yokozuna has not moved from his square within the last full round, he gains a +4 dodge bonus to AC. Against any opponent who has not moved in the last full round, he also gains a +2 competence bonus on attack rolls with his natural weapons, unarmed strike or grapple attacks.
The Tree Topples (Ex): A sumo yokozuna can bring even the mightiest foes to the ground. Whenever a sumo yokozuna gets a hold on an enemy, he may choose to expend one use of his stunning fist for the day to make a trip attack as a free action with a +4 bonus. This trip attack does not count against his normal number of attacks for the round. If this trip attack succeeds, the sumo yokozuna may choose to either maintain the grapple and fall prone with his victim (inflicting 1d6 + str bonus damage to the victim in the process) or to allow the victim to escape the grapple and to remain standing. If the sumo yokozuna fails to trip his foe, his enemy may not react and attempt to trip him back.
Stomp (Ex): As a standard action, a sumo yokozuna can make an intimidating stomp. This follows the normal rules for a demoralize attempt (see the Intimidate skill description in the PH), except that the sumo yokozuna gets a +4 competence bonus on his check.
Deafening Blow (Ex): By expending one of his stunning attacks for the day, a sumo yokozuna can deafen an enemy with a successful unarmed strike or grapple attack. Unless the victim makes a Fort save, DC 10 + ½ the character’s HD + wis bonus, it will be deafened for 1d6 rounds.
Stance of the Elephant (Ex): The sumo yokozuna’s training has advanced to the point that he counts as being one size larger than he is when subjected to a bull rush, trip or other attack form that attempts to move him. As long as the sumo yokozuna has not moved from his square within the last full round, he gains a +4 morale bonus to strength. Against any opponent who has not moved in the last full round, he also counts as magic and adamantine when he attacks with his natural weapons, unarmed strike or grapple attacks.
Roar of the Lion (Su): Once per day the sumo yokozuna can let out a terrific battle roar as a standard action. All creatures in a 30’ cone directly in front of the sumo must make Will saves (DC 15 + wis bonus) or be frightened. Whether or not they save, all victims in the cone suffer a -2 morale penalty on saving throws for the next 1d4 rounds.
Stunning Clasp (Ex): As a standard action, a sumo yokozuna can make an opposed grapple check to use any ability that requires one use of his stunning fist ability on a victim that he is already grappling. The victim is allowed any normal saving throw or other chance to resist.
Sky Couples with the Ground (Ex): If the sumo yokozuna pins a prone enemy, he can inflict terrible damage at the cost of releasing his victim. As a full round action, with a successful grapple check a sumo yokozuna can inflict triple his normal unarmed damage plus one and a half times his strength bonus in either lethal or nonlethal damage.
Stance of the Mountain (Ex): A sumo yokozuna of tenth level stands tall and intimidating as the mountains themselves. As long as he has not moved from his present location in the last round, he gains a +8 competence bonus on defensive grapple checks and checks to resist bull rushes, trips or other effects that move the sumo yokozuna. He also gains a +4 competence bonus on Fortitude saves. He may give up this stance in a charge often called ‘the avalanche’ by those familiar with it. This charge may be either a normal charge culminating in an unarmed strike or a bull rush attempt, but either way the sumo yokozuna gains a +4 competence bonus on his attack or bull rush roll, and deals an extra 1d6 points of damage (if a charge) or knocks his foe an extra 5’ (if a bull rush).
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