Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life.
Wrestler Dedication (Feat 2)
Archetype | Dedication |
Prerequisites trained in unarmed attacks and unarmored defense; trained in Athletics
Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and you can attempt to Disarm, Grapple, Shove, or Trip a creature that is up to 2 sizes larger than you. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole.
Special You can't select another dedication feat until you've gained two other feats from the wrestler archetype.
4th Level Wrestler Feats
Topple Giants (Feat 4)
Archetype | Press |
Requirements You have one hand free, and your target is within reach of that hand
You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
Crushing Grab (Feat 4)
Archetype |
Prerequisites Wrestler Dedication
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Disengaging Twist [R] (Feat 4)
Archetype |
Trigger A creature gives you the grabbed or restrained condition
Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.
Elbow Breaker [A] (Feat 4)
Archetype |
Trigger You have a creature grabbed or restrained
You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.
Critical Success You knock one held item out of the creature's grasp. It falls to the ground in the creature's space.
Success You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item until they use an action to regrip their weapon.
Snagging Strike [A] (Feat 4)
Archetype |
Requirements You have one hand free and your target is within reach of that hand
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Suplex [A] (Feat 4)
Archetype |
Requirements You have a creature grabbed or restrained
Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.
6th Level Wrestler Feats
Clinch Strike [R] (Feat 6)
Archetype |
Trigger A creature you had grabbed or restrained successfully Escapes
Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature.
8th Level Wrestler Feats
Running Tackle [AA] (Feat 8)
Archetype | Open |
Prerequisites Wrestler Dedication
You charge toward your opponent, throwing your body at them in a vicious tackle. Stride up to your Speed and then make an unarmed melee Strike. If you hit, you can attempt to Shove the target.
Strangle [A] (Feat 8)
Archetype |
Requirements You have a creature grabbed or restrained
You twist and squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like Casting a Spell with somatic and verbal components, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.
Submission Hold [A] (Feat 8)
Archetype |
Requirements You have a creature grabbed or restrained
Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.
Critical Success The target is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute.
Success The target is enfeebled 1 until the end of its next turn.
Whirling Throw [A] (Feat 8)
Archetype |
Requirements You have a creature grabbed or restrained
You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it.
Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.
Critical Success You throw the creature the desired distance and it lands prone.
Success You throw the creature the desired distance.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.
10th Level Wrestler Feats
Aerial Piledriver [AA] (Feat 4)
Archetype | Attack |
Requirements You have a creature grabbed or restrained
Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure.
Success The target lands prone.
Failure You lose your grip on the target, and it is no longer grabbed or restrained by you.
Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
Spinebreaker [A] (Feat 10)
Archetype |
Requirements You have a creature grabbed or restrained
You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.
Critical Success The target is clumsy 2 until the end of its next turn and clumsy 1 for 1 minute.
Success The target is clumsy 1 until the end of its next turn.
12th Level Wrestler Feats
Inescapable Grasp (Feat 12)
Archetype |
Prerequisites Wrestler Dedication
Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. If a creature you have grabbed attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of freedom of movement, it must succeed at a DC 15 flat check or be forced to roll the Escape attempt normally, rather than automatically succeeding.
14th Level Wrestler Feats
Form Lock [A] (Feat 4)
Archetype | Attack |
Requirements You have a creature grabbed or restrained
Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.
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