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*Pathfinder & Starfinder
Sumotori prestige class idea.
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<blockquote data-quote="emoplato" data-source="post: 5639059" data-attributes="member: 97812"><p>Despite all the monk prestige classes, I never really seen one that was strength/size based. I had seen many monk dips that turned into monsters, but not an actual prestige class. If you have seen one please direct me.</p><p></p><p> Sumotori</p><p> <u>Requirements</u> </p><p> Monk level 2 (or maybe just Improved Unarmed Combat?)</p><p> BAB +5</p><p> Feats: Improved Overrun, Improved Bull Rush, Improved Grapple</p><p> Skills: Balance 8 ranks, (more skills?)</p><p> Special: The character must at least have a weight 30% higher than their race’s normal weight.</p><p> Hit Die: d10</p><p> Base Attack Bonus: moderate progression</p><p> Fortitude Save: good</p><p> Reflex Save: poor</p><p> Will Save: good</p><p> Skills: 4+ Int. modifiers</p><p> Weapons and Armor: A Sumotori gains no new weapons or armor </p><p> <u>Class Features</u></p><p> Monk Abilities: Abilities in the monk core class stack with levels of Sumotori. Level 1</p><p> Rikishi: If you have a cumulative fast movement and slow fall abilities these cease stacking upon taking the Sumotori class. You also receive +1 to all combat maneuver checks, except for disarm and sunder. Level 1</p><p> Natural Armor: You gain +1 AC bonus on Level 2, 5, 8, and 10</p><p> Open Fist: Sumotori study a series of open hand slaps and pushes in their fighting. Whenever you make a successful unarmed attack you can attempt an immediate bull rush attempt. It also adds +2 DC to any stunning fist variation. Level 3</p><p> Henka: A Sumotori learns to stand his ground and to submit more mobile opponents. You receive +2 to all combat maneuver checks, except for disarm and sunder. This stacks with Rikishi. Also if an opponent tries to charge or overrun you may make an immediate trip even if they have improved overrun, failing does not provoke an attack of opportunity. Level 4</p><p> Standing Grapple: Sumotori prefer not to fight on the ground so they learn ways to submit opponents while standing. If you make a successful unarmed strike you may initiate a grapple while in this grapple you do not take attack and defense penalties so long as you won the roll. Also you may immediately end a grapple as a free action rendering your victim prone while regaining your Dexterity modifier. (Note you may not use the Open Fist technique in conjuction) Level 6</p><p> Haragei: Sumotori grow their bodies to extraordinary size and endurance. You may treat yourself as one size larger when determining combat maneuver rolls, this stacks with Powerful Build. You also add +4 str. and +4 con. Level 7</p><p> Tsuppari: Your open fist technique grows in power to make your enemies fly from your hits. If you have the Power attack feat you may add its damage bonus to your CMB for your bull rush attempt. Also you may chose not to move with your enemy, for every ten feet they move they take 1d6 damage and rendered prone, also add Str. Modifier + Power attack to the total. They may make reflex save of (10+ Sumotori level + Str. Mod.) to avoid damage and not be prone however they may not make a save if they run into a solid object. Level 7</p><p> Tachi-ai: Your charge attacks are particular hard to stop. When initiating this charge you must be on the ground you may overrun any number of opponents and avoid non-magical difficult terrain within your double move your trample damage is equal to your unarmed damage. Your charge bonus is added to your overrun checks. You may choose to apply Tsuppari however you may not apply power attack to it, otherwise they will be rendered prone on site if successful. If you fail your check you stop right in front of the successful opponent and may choose to attack albeit at a -2 penalty. You may use this once per encounter. Level 9</p><p> Unshakable Mountain: Your stance becomes nearly immovable and impassable to any enemy. If an enemy is moving within your threatened they must make a tumble to avoid attacks of opportunity, also the DC is increased by 5. You also +2 to all combat maneuver checks, except disarm and sunder. If you choose not to move during a round you cannot be forced to move or be rendered prone physically or magically. The increased tumble DC is also doubled. Level 10</p></blockquote><p></p>
[QUOTE="emoplato, post: 5639059, member: 97812"] Despite all the monk prestige classes, I never really seen one that was strength/size based. I had seen many monk dips that turned into monsters, but not an actual prestige class. If you have seen one please direct me. Sumotori [U]Requirements[/U] Monk level 2 (or maybe just Improved Unarmed Combat?) BAB +5 Feats: Improved Overrun, Improved Bull Rush, Improved Grapple Skills: Balance 8 ranks, (more skills?) Special: The character must at least have a weight 30% higher than their race’s normal weight. Hit Die: d10 Base Attack Bonus: moderate progression Fortitude Save: good Reflex Save: poor Will Save: good Skills: 4+ Int. modifiers Weapons and Armor: A Sumotori gains no new weapons or armor [U]Class Features[/U] Monk Abilities: Abilities in the monk core class stack with levels of Sumotori. Level 1 Rikishi: If you have a cumulative fast movement and slow fall abilities these cease stacking upon taking the Sumotori class. You also receive +1 to all combat maneuver checks, except for disarm and sunder. Level 1 Natural Armor: You gain +1 AC bonus on Level 2, 5, 8, and 10 Open Fist: Sumotori study a series of open hand slaps and pushes in their fighting. Whenever you make a successful unarmed attack you can attempt an immediate bull rush attempt. It also adds +2 DC to any stunning fist variation. Level 3 Henka: A Sumotori learns to stand his ground and to submit more mobile opponents. You receive +2 to all combat maneuver checks, except for disarm and sunder. This stacks with Rikishi. Also if an opponent tries to charge or overrun you may make an immediate trip even if they have improved overrun, failing does not provoke an attack of opportunity. Level 4 Standing Grapple: Sumotori prefer not to fight on the ground so they learn ways to submit opponents while standing. If you make a successful unarmed strike you may initiate a grapple while in this grapple you do not take attack and defense penalties so long as you won the roll. Also you may immediately end a grapple as a free action rendering your victim prone while regaining your Dexterity modifier. (Note you may not use the Open Fist technique in conjuction) Level 6 Haragei: Sumotori grow their bodies to extraordinary size and endurance. You may treat yourself as one size larger when determining combat maneuver rolls, this stacks with Powerful Build. You also add +4 str. and +4 con. Level 7 Tsuppari: Your open fist technique grows in power to make your enemies fly from your hits. If you have the Power attack feat you may add its damage bonus to your CMB for your bull rush attempt. Also you may chose not to move with your enemy, for every ten feet they move they take 1d6 damage and rendered prone, also add Str. Modifier + Power attack to the total. They may make reflex save of (10+ Sumotori level + Str. Mod.) to avoid damage and not be prone however they may not make a save if they run into a solid object. Level 7 Tachi-ai: Your charge attacks are particular hard to stop. When initiating this charge you must be on the ground you may overrun any number of opponents and avoid non-magical difficult terrain within your double move your trample damage is equal to your unarmed damage. Your charge bonus is added to your overrun checks. You may choose to apply Tsuppari however you may not apply power attack to it, otherwise they will be rendered prone on site if successful. If you fail your check you stop right in front of the successful opponent and may choose to attack albeit at a -2 penalty. You may use this once per encounter. Level 9 Unshakable Mountain: Your stance becomes nearly immovable and impassable to any enemy. If an enemy is moving within your threatened they must make a tumble to avoid attacks of opportunity, also the DC is increased by 5. You also +2 to all combat maneuver checks, except disarm and sunder. If you choose not to move during a round you cannot be forced to move or be rendered prone physically or magically. The increased tumble DC is also doubled. Level 10 [/QUOTE]
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