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Uncle Kittie's Spuriously Designed Prestige Classes / Re: Jesters Realm
« Last post by bhu on Yesterday at 07:53:22 PM »

"You're only half the man that I am, and I have half the brain that you do."

 Wrasslers are warriors from culture with a long and storied tradition of grappling.  Inevitably they were taught how to grapple to throw opponents who had disarmed them to allow them time to regain a weapon.  They even train in full armor.  Often getting kicked out of the military during peace time, they find themselves practicing grappling by teaching their knowledge in a school, or joining one of the various sus wrestling promotions scattered about the world.  Some even learn to back up their grappling skills with magic. They're often accused of 'cheating', or bad sportsmanship, but they can always point at others and say "They're doing it to."

 Your focus will change greatly depending on what kind of wrestler you wish to be.  A Power Wrestler will need Strength and Con above all else, and choose different abilities than a Wrassler based around another type of offense.
 Abilities: All Wrasslers will need a good Constitution, with Strength or Dex coming in second.  Depending on their particular style, they may need one of the mental ability scores as well.
 Species: Every race has at least a small faction of Wrasslers, especially those that have lots of social misfits or that pride themselves on unarmed combat.  Less physically fit races are rarities, but they just find ways of wrestling by using a gimmick that uses what they do have.
 Alignment: Wrasslers can be just about any Alignment.  Good and Evil are generally more common than Neutral, and Chaos is generally more common than Lawful, but this isn't a hard and fast rule.
 Starting Gold: 4d4x10 GP
 Starting Age: Same as Barbarian.

Class Skills
 The Wrassler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local), Listen (Wis), Martial Lore (Int), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Unarmed Strike, Versatile Saving Throws, AC Bonus, Style
2. +1    +0     +0     +3    Defensive Style
3. +1    +1     +1     +3   
4. +2    +1     +1     +4    Magic Fists
5. +2    +1     +1     +4    Bonus Feat
6. +3    +2     +2     +5   
7. +3    +2     +2     +5    Second Wind
8. +4    +2     +2     +6   
9. +4    +3     +3     +6    Defensive Style, Bonus Feat
10.+5    +3     +3     +7   
11.+5    +3     +3     +7   
12.+6    +4     +4     +8   
13.+6    +4     +4     +8    Bonus Feat
14.+7    +4     +4     +9   
15.+7    +5     +5     +9   
16.+8    +5     +5     +10   Magic Fists
17.+8    +5     +5     +10   
18.+9    +6     +6     +11   
19.+9    +6     +6     +11    Bonus Feat
20.+10   +6     +6     +12   Champion

Weapon Proficiencies: A Wrassler has proficiency with Simple and Improvised Weapons, and all Armor (but not SHields).
 Decide what kind of Wrassler you will want to be before making your character.  This will heavily influence your ability score needs, what species/feats/skills you will choose, and which will be your best saving throw.  You tend to find ways to stand out in a crowd, either through behavior or appearance.  Your ability to earn money stems largely from your ability to sell yourself, so you need to be able to leave a lasting impression.  Being an average guy doesn't do that, you need to be outside the norm in some way.  So you have unusual or aggressive mannerisms, fashion style that's well outside the mainstream, the propensity for loud rants, etc.  Whatever you decide will sell your ability to whoop some ass.
 Religion: Wrasslers generally worship the Wrasslin' Gawds, though many will also worship Gawds of warfare, competition, sport, strength etc.
 Other Classes: Wrasslers are an odd breed, and they can be difficult to understand and sometimes get along with.  They have strong personalities, as well as widely varying ones.  What classes a Wrassler gets along with will therefore be highly individualistic.
 Combat: This will vary wildly depending on the decisions you make during character creation, and what prestige classes you take.  A wrestler who relies on physical power will vary a great deal from one who relies on technique or agility.  Find your focus, and stick with it.
 Advancement: Advancement can vary some what.  For example, power wrestlers (Wrasslers who focus on Str) will tend to initially develop along the same lines, but as they start to need to find ways to stand out from the pack, they will take small 3 or 5 Level PrC's that help you stand out with different abilities.

"Ah hate that (beep)!"
 If it's wartime, you are serving your country.  If it isn't, you may be part of a school designed to keep your knowledge alive, or part of a promotion.  School bound Wrasslers tend to develop and refine the techniques their kind use.  Promotion based Wrasslers tend to be a bit roguish, often finding themselves working with skeevy people or drawn into shenanigans.
 Daily Life: Most of your day is spent training your skills, developing your body, or traveling to the next match.  You don't get a lot of free time, and when you do you use it for blowing off stress or finding ways to increase your pocket money.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Every country has at least one Wrasslin' promotion and territory.  These territories often compete with each other for money and athletes, sometimes to the point of violence.  Some are friendly fivals, or even have cross promotions, but there are those that are insular, and violent.  Whether due to local tastes, or because they created a niche for themselves as being the jerks of the wrasslin' world.

NPC Reaction
 NPC's tend to love or hate you depending on whether you're a Face or Heel, and whether or not you've managed to get over in your assigned role.  This can vary from place to place.  If you've served in wartime, you're pretty much automatically the bad guy when you perform in the former enemies country, and a good guy in your home town.  If you're in a competeing promotion's territory, you may have hard times.

 This class focuses on Grappling, which has some inherent limits (at least at the lower levels of this class).  It would be wise to equip yourself like any other Fighter or Barbarian in order to help out against critters that Grappling may not work so well against..
 Adaptation: This is...well it's kind of a goofy class.  It's meant for sillier campaigns, though you could adapt it to more serious ones..
 Encounters: PC' will generally encounter Wrassslers in gyms, bars, inns, and at the matches.  They can also find them in mercenary companies, armed forces, and traveling carnivals.


Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Wrassler gains a Bonus Feat every x levels higher than 20th
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on Yesterday at 07:00:25 PM »
They don't seem to hit anything that you can tell, and we're over to you.
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on Yesterday at 06:59:46 PM »
The two constables with you return fire:

Rolled 1d20+3 : 12 + 3, total 15

Rolled 1d20+2 : 8 + 2, total 10
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on Yesterday at 06:55:27 PM »
One of the constables with you is hit 
Rolled 2d8 : 4, 6, total 10
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on Yesterday at 06:54:36 PM »
A male voice curses from the darkness before it opens fire on both your former and current positions.

Rolled 1d20+3 : 19 + 3, total 22

Rolled 1d20+2 : 6 + 2, total 8

Rolled 1d20+2 : 11 + 2, total 13

Both Constables on the other side of the street take cover.
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on June 12, 2024, 10:08:33 PM »
Elizabeth runs out back, still holding her pistol, looking for anything discerning. Yelling through the darkness, to the front of the buildings:

"We're out back! Don't shoot through the darkness at us!"

She yells into the darkness:

"Whoever you are, we've got you flanked. Drop the darkness and end this madness, now!"

She looks up to make sure nothing flies out or climbs onto the roofs. She readies a shot to shoot anything that looks hostile.
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on June 12, 2024, 06:51:55 PM »
One shot wounds one of your men still yet to run the gauntlet, and everyone else apparently goes wide.

The two Constables ahead of you find a door leading to the next street and are flanking it with muskets drawn waiting for you (coincidentally it's your turn).
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on June 12, 2024, 06:50:08 PM »
Rolled 2d8 : 6, 1, total 7
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on June 12, 2024, 06:49:49 PM »
confirmation roll
Rolled 1d20+2 : 17 + 2, total 19
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on June 12, 2024, 06:49:23 PM »
You can hear cursing in a language you don't understand (at least you assume it's cursing).  You make it just inside the building before three shots ring out from the alley, and two constables behind you return fire blindly.

Rolled 1d20+3 : 9 + 3, total 12

Rolled 1d20+2 : 2 + 2, total 4

Rolled 1d20+2 : 20 + 2, total 22

Rolled 1d20+2 : 2 + 2, total 4

Rolled 1d20+2 : 2 + 2, total 4
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