Sumo

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You are the big boy on campus, perhaps the biggest boy on campus. You have incredible bulk not only physically but through your abilities you are one of the beefiest dps options on the battlefield. You greatly prefer unarmed combat and a variety of maneuvers that allow you to outmaneuver your opponents and throw your weight around. As you travel legends of your exploits and your rank as a sumo increases granting you many inherent bonuses, in addition to these bonuses as you increase in size you gain more power as well, making a level 20 sumo some of the most terrifying foes a caster can face.

Role: DPS

Characteristics: A bulky grappler and combatant with a variety of combat manuevers

Source: Homebrew

Game Rule Information

The Sumo has the following game statistics.

Abilities: Strength for big damage and ease of grappling, constiution massive keeps you healthy and alive

Alignment: Any Lawful

Hit Die: d12

Starting Gold: 5d4 x 10

Class Skills

The Sumo's class skills are Balance (Dex), Concentration (Con), Intimidate (Cha), Knowledge (History)(Int), Knowledge (Religion)(Int), Listen (Wis), Perform (Sing)(Cha), Search (Int), Spot (Wis), and Tumble (Dex)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Sumo.

Weapon and Armor Proficiency: A Sumo is proficient with Simple weapons, however Sumo cannot use any class features (including rank bonus, size bonus, etc) when using weapons or wearing armor.

Rikishi Ex: Sumo Wrestlers increase in rank every five levels and gain a bonus on melee attacks, natural Armor Class, Saves based on their rank. At level 1, a Sumo Wrestler is simply Rikishi, and therefore does not receive a rank bonus.

Size Matters Ex: While unarmoured and unarmed, the Sumo Wrestler gains an increase to their melee attacks and natural AC equal to their weight divided by the average weight for their chosen race.

Improved Unarmed Strike Ex: At 1st level, a Sumo gains Improved Unarmed Strike as a bonus feat. A Sumo’s attacks may be made with almost any part of his body. This means that a Sumo may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Sumo striking unarmed. A Sumo may apply his full Strength bonus on damage rolls for all his unarmed strikes.

Typically, a Sumo’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage with no penalty to his attack roll. Sumos can also choose to deal nonlethal damage while grappling.

A Sumo’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons.

When multiclassing, if another class also has unarmed strike damage, include its class levels when determining unarmed damage dice.

Improved Grapple Ex: At 1sst level the Sumo gains Improved Grapple as a bonus feat.

Intimidating Size Ex: At 2nd level the Sumo may add their Size bonus to any intimidate checks, the target affected by the intimidate check may make a will save versus the intimidate check to ignore the size bonus .

Heavyweight Ex: At 2nd level and every four levels there after, the Sumo through rigorous training and large amounts of food consumption increases their weight by 20%, as well as gaining a permanent +1 bonus to Strength and Constitution.

Oshi-Dashi Ex: This is a full frontal push out. When a Sumo makes a successfull Bull Rush attempt in addition to pushing them back 5 feet and the additional 5 feet for each 5 points by which their check result is greater than the defender’s check result, they also knock the target prone.

Grappling Fighter Ex: Sumo's are experts at hand to hand grappling, starting at third level your unarmed damage is added to bull rush and trip attacks.

Improved Trip Ex: At 4th level you gain Improved Trip as a bonus feat

Improved Bullrush Ex: At 4th level you gain Improved Bull Rush as a bonus feat

Komusubi Ex: At 5th level you rank up to the rank of Komusubi, this grants a rank bonus of 1, and a permanent Constitution increase of +2

Hikiotoshi Ex: A fierce counterattack, the sumo wrestler grabs the arm of a charging opponent and pulls them to the ground. This maneuver can be used whenever you would have an attack of opportunity. Instead of making the standard attack of opportunity you may make an opposed grapple check, if you succeed you knock the foe prone.

Sotogake Ex: At 6th level the sumo learns how to do fierce trip that literally pulls an opponent's legs out from underneath them, on a successful trip attack dazes the target for 1d4 rounds. This can be used once per encounter.

Armbar Ex: At 7th level the Sumo gains Armbar as a bonus feat.

Improved Disarm Ex: At 8th level you gain Improved Disarm as a bonus feat.

Bonus Feat Ex: At 8th and 16th level the sumo gains a bonus feat off of the fighter bonus feat list.

Nodowa Ex: At 8th leve the Sumo can deal a devastating unarmed strike to the throat of a target at the cost of ending their grapple. While grappling you may choose to deal double damage dice for unarmed damage in a grapple by ending the grapple.

Ritual Sanctification Sp: At 9th level if the Sumo is in possession of salt and sake/beer/wine, he can make a purification circle once per day. This functions as the spell Magic Circle Against Evil with caster level being equal to sumo level.

Sekiwake Ex: At 10th level you rank up to the rank of Sekiwake, this grants a rank bonus of 2, and a permanent Dexterity increase of +2.

Choke Hold Ex: At 11th level you gain Choke Hold as a bonus feat.

Steady Ex: At 11th level the sumo's stance becomes as steady as the mountains of Rokugan, you add your rank bonus to defending grapples, bullrush, and overrun attempts.

Chakonabe Ex: At 12th level if the Sumo is in possession of chicken meat, fish meat, vegetables, and sake, he can prepare up to five portions of Chankonabe meal. Each portion restores 2d8 hit points upon consumption. Anyone who goes to sleep within three hours after consuming Chankonabe also gains 2d6 pounds to their weight, regardless of the number of portions. It takes approximately 20 minutes to prepare the meal.

Harite Ex: At 13th level you learn how to daze foes with your blows, successful unarmed strikes can Daze for a single round, instead of dealing damage.

Abise-Taoshi Ex: The sumo uses their very body weight to force an opponent to the ground. On establishing a successful pin the Sumo deals an additional 3d6 damage.

Ozeki Ex: At 15th level you rank up to the rank of Ozeki, this grants a rank bonus of 3, and a permanent Charisma increase of +2.

Fling Enemy Ex: At 16th level the sumo gains Fling Enemy as a bonus feat.

Sturdy Ex: At 17th level you have near perfected your stance and footwork for offensive grappling, add your rank bonus again to offensive grapples, bullrush, and overrun attempts.

Suplex Ex: At 18th level the sumo becomes more willing to use a significantly more aggressive maneuver than what one would normally see from a Sumo wrestler. This cannot be used after Abise-Taoshi. This can only be used while grappling or in grappling distance of an enemy. The Sumo Wrestler grabs the opponent and throws their entire body backwards, almost acrobatically. When the opponent is pinned, you can make an opposed grapple check, on asuccess and deal 5d6 damage, (on a critical success this breaks the opponent's neck instantly slaying anything with discernable anatomy subject to crits), this maneuver ends the grapple.

Yokozuna Ex: At level 20 the sumo has achieved the pinnacle of the ranks and is crowned a Yokozuna, this grants a rank bonus of 4, and a permanent Strength increase of +2.

Table 1-1: Sumo Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Unarmed

Damage

1st +0 +2 +0 +0 Rikishi, size matters, improved unarmed strike, improved grapple 1d6
2nd +1 +3 +0 +0 Intimidating size, heavyweight 1d6
3rd +2 +3 +1 +1 Oshi dashi, grappling fighter 1d6
4th +3 +4 +1 +1 Improved trip, improved bull rush 1d8
5th +3 +4 +1 +1 Komusubi, hikiotoshi 1d8
6th +4 +5 +2 +2 Heavyweight, sotogake 1d8
7th +5 +5 +2 +2 Armbar 1d8
8th +6/+1 +6 +2 +2 Improved disarm, bonus feat, nodowa 1d10
9th +6/+1 +6 +3 +3 Ritual sanctification 1d10
10th +7/+2 +7 +3 +3 Sekiwake, heavyweight 1d10
11th +8/+3 +7 +3 +3 Choke hold, steady 1d10
12th +9/+4 +8 +4 +4 Chankonabe 2d6
13th +9/+4 +8 +4 +4 Harite 2d6
14th +10/+5 +9 +4 +4 Heavyweight, abise-taoshi 2d6
15th +11/+6/+1 +9 +5 +5 Ozeki 2d6
16th +12/+7/+2 +10 +5 +5 Bonus feat, fling enemy 2d8
17th +12/+7/+2 +10 +5 +5 Sturdy 2d8
18th +13/+8/+3 +11 +6 +6 Heavyweight, suplex 2d8
19th +14/+9/+4 +11 +6 +6 2d8
20th +15/+10/+5 +12 +6 +6 Yokozuna 2d10

Ex-Sumo

A sumo wrestler who becomes chaotic cannot gain new levels as a sumo wrestler but retains all sumo wrestler abilities.

Like a member of any other class, a sumo wrestler may be a multiclass character, but multiclass sumo wrestlers face a special restriction. A sumo wrestler who gains a new class or (if already multiclass) raises another class by a level may never again raise her sumo wrestler level, though she retains all her sumo wrestler abilities.