Post by noobercom on Jan 15, 2012 2:45:02 GMT -6
Pit brawler
The pit brawler is a grappler. Once you get hold, you never let go enless forced or broken loose (which shouldn't happen).
Abilities:Focus on strength for high grapple checks and can't not let them break off a grapple, second on con for HP so you can survive untill you reach them, and lastly on dex so you can make reflex saves.
Alignment: Neutral/anything
Hit Dice:d10
Class Skills:Balance, Climb, Concentration, Jump, Knowledge: Local, Swim, Survival, spot, search, listen.
Skill Points at 1st Level:(2 + Int modifier per level, ×4)
Skill Points at Each Additional Level:(2 + Int modifier per level)
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Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Bonus Feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus Feat
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Bonus Feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat
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Class Features:
-All unarmed strikes are grapples attacks (grapple attack chances not chance to grapple)
Due to being a pit brawler all your life 20+ local and only desires a foe who can win in a fight without cheating. (Wishes to be treated
like a foe not a harmless women((Story)))
Weapon and Armor Proficiency:Light ( Can ONLY wear brawlers outfit - AC 3 weighs nothing +10 move speed)
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Special abilities:
Fling:(Level 5)(Only if grapple) fling the held person 1d4 (1=5 2=10 3=15 4=20 feet and do 1=2d5 2=2d10 3=3d5 4=3d10)
Sliding grab(Level 5): The Pit brawler can grapple from 10 feet away by taking a step then sliding into the grab. (Binds disable this)
Neck snap(Level 3): If grappled snap the enemies next 1-95 is a stun and the other 96-100 is a auto death with 3d5 damage if not killed. If not grappled must make fort save and take no damage.
Shoulder tackle(Level 8):Dash from 10 feet away if hit make fortitude if failed take 2d5 damage and be pinned with 1-49 to do nothing, a 50-75 chance to cripple arm, and 76-100 cripple leg.
Air steiner(Level 12): Make a jump check and grab the foe between your thighs do and backfilp and land them on the ground doing 3d10 and make a str check, if failed foe is prone.
Cyclone suplex(Level 15):(Only if grappled) Do a bridge while using the foe to land on and repeat 1d5 more times everytime doing 3d10 damage. After finishing kick off the foe doing 4d5 damage. This move is extreamly stamina consuming and can only be used once every 6 hours.
Suplex(Level 1):(Only if grapple) Thrust the foe over head and do a bridge while landing on the enemy doing 2d5. You do not lose grapple after this.
Wild cannon spike(Level 17): The grapplers best non-needed grapple move. Jump and kick towards the foe dealing 2d5 upon landing on the foe pin the foe to the ground (no saves) and slide across the ground (5 feet) tearing up the ground as you go dealing 3d5 damage and when you stop the terrain shards do 1d5 every turn for 2d10 rounds. Only once a today and if you miss do 1d10 to yourself.
Air Clutch((Level 17))(Follow up to Wild cannon spike) Force the foe up, jump, grab their neck, then twist doing 1d10 damage 1d3 times then backfilp slamming the foe into the ground doing 2d5 causing them to bounce into the air where you kick there back doing 1d10 with a 1-75 chance to do nothing 76-95 chance of stun and 96-100 chance of spine crack death (does not work if creature has no spine)
Cyclone Attack(Level 16):(The follow up to cyclone suplex) While finishing your last suplex make a grapple check to roll onto your foe and keep rolling for 1d10 times doing 1d5 each roll and upon last roll land on your foe and pin him doing 2d5, you do not lose grapple.
Elbow shock(Level 6): If not grappled elbow into the stomach of the foe causing 2d5. If grappled Shove your elbow into the stomach and cause 3d5 with a 1-75 chance of nothing and 76-100 chance for stun (make fort save)
Hardened training(Level 10): Throughout your life you have been hardened by beatings and relentless trainings, your str score increased by 3.
Grapple Queen/King(Level 1): Never been beaten in a pit fight but not well known + 8 grapple checks.
Smart Brawler(Level 1):Grab up to huge enemies with no penalties. (Don't take any penalties to when they grapple you as well). You know all the tricks. Foes -10 to foe grapple checks. Foes do not get to counter grapple if a failed grapple.
Giant twister(Level 20):(Grapple only) Strongest grapple move, Grab your foe and spin him and EXTREME speeds. If anything is hit while doing so (other foes) do 4d5 to the spinning target and 2d5 to the other foe. Spin the foe three times, once finished throw the foe 1d4 (1=5 2=10 3=15 4=20) feet and upon landing do 4d10 damage. OR slam your foe into the ground and make a small earthquake causing 5d10 to the foe and 2d5 to anyone in the earth quake which is again 1d4 (1=5 2=10 3=15 4=20) feet. Once a day.
Great Dislocator(Level 4):(Grapple only) One can attempt to greatly dislocate a designated foe. On a successful hit, the foe must succeed on a DC 20 Will save, You dislocate whatever body part (arms or legs) rendering is useless.
The pit brawler is a grappler. Once you get hold, you never let go enless forced or broken loose (which shouldn't happen).
Abilities:Focus on strength for high grapple checks and can't not let them break off a grapple, second on con for HP so you can survive untill you reach them, and lastly on dex so you can make reflex saves.
Alignment: Neutral/anything
Hit Dice:d10
Class Skills:Balance, Climb, Concentration, Jump, Knowledge: Local, Swim, Survival, spot, search, listen.
Skill Points at 1st Level:(2 + Int modifier per level, ×4)
Skill Points at Each Additional Level:(2 + Int modifier per level)
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Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Bonus Feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus Feat
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Bonus Feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat
------------------------------------------------------------------------------------
Class Features:
-All unarmed strikes are grapples attacks (grapple attack chances not chance to grapple)
Due to being a pit brawler all your life 20+ local and only desires a foe who can win in a fight without cheating. (Wishes to be treated
like a foe not a harmless women((Story)))
Weapon and Armor Proficiency:Light ( Can ONLY wear brawlers outfit - AC 3 weighs nothing +10 move speed)
------------------------------------------------------------------------------------
Special abilities:
Fling:(Level 5)(Only if grapple) fling the held person 1d4 (1=5 2=10 3=15 4=20 feet and do 1=2d5 2=2d10 3=3d5 4=3d10)
Sliding grab(Level 5): The Pit brawler can grapple from 10 feet away by taking a step then sliding into the grab. (Binds disable this)
Neck snap(Level 3): If grappled snap the enemies next 1-95 is a stun and the other 96-100 is a auto death with 3d5 damage if not killed. If not grappled must make fort save and take no damage.
Shoulder tackle(Level 8):Dash from 10 feet away if hit make fortitude if failed take 2d5 damage and be pinned with 1-49 to do nothing, a 50-75 chance to cripple arm, and 76-100 cripple leg.
Air steiner(Level 12): Make a jump check and grab the foe between your thighs do and backfilp and land them on the ground doing 3d10 and make a str check, if failed foe is prone.
Cyclone suplex(Level 15):(Only if grappled) Do a bridge while using the foe to land on and repeat 1d5 more times everytime doing 3d10 damage. After finishing kick off the foe doing 4d5 damage. This move is extreamly stamina consuming and can only be used once every 6 hours.
Suplex(Level 1):(Only if grapple) Thrust the foe over head and do a bridge while landing on the enemy doing 2d5. You do not lose grapple after this.
Wild cannon spike(Level 17): The grapplers best non-needed grapple move. Jump and kick towards the foe dealing 2d5 upon landing on the foe pin the foe to the ground (no saves) and slide across the ground (5 feet) tearing up the ground as you go dealing 3d5 damage and when you stop the terrain shards do 1d5 every turn for 2d10 rounds. Only once a today and if you miss do 1d10 to yourself.
Air Clutch((Level 17))(Follow up to Wild cannon spike) Force the foe up, jump, grab their neck, then twist doing 1d10 damage 1d3 times then backfilp slamming the foe into the ground doing 2d5 causing them to bounce into the air where you kick there back doing 1d10 with a 1-75 chance to do nothing 76-95 chance of stun and 96-100 chance of spine crack death (does not work if creature has no spine)
Cyclone Attack(Level 16):(The follow up to cyclone suplex) While finishing your last suplex make a grapple check to roll onto your foe and keep rolling for 1d10 times doing 1d5 each roll and upon last roll land on your foe and pin him doing 2d5, you do not lose grapple.
Elbow shock(Level 6): If not grappled elbow into the stomach of the foe causing 2d5. If grappled Shove your elbow into the stomach and cause 3d5 with a 1-75 chance of nothing and 76-100 chance for stun (make fort save)
Hardened training(Level 10): Throughout your life you have been hardened by beatings and relentless trainings, your str score increased by 3.
Grapple Queen/King(Level 1): Never been beaten in a pit fight but not well known + 8 grapple checks.
Smart Brawler(Level 1):Grab up to huge enemies with no penalties. (Don't take any penalties to when they grapple you as well). You know all the tricks. Foes -10 to foe grapple checks. Foes do not get to counter grapple if a failed grapple.
Giant twister(Level 20):(Grapple only) Strongest grapple move, Grab your foe and spin him and EXTREME speeds. If anything is hit while doing so (other foes) do 4d5 to the spinning target and 2d5 to the other foe. Spin the foe three times, once finished throw the foe 1d4 (1=5 2=10 3=15 4=20) feet and upon landing do 4d10 damage. OR slam your foe into the ground and make a small earthquake causing 5d10 to the foe and 2d5 to anyone in the earth quake which is again 1d4 (1=5 2=10 3=15 4=20) feet. Once a day.
Great Dislocator(Level 4):(Grapple only) One can attempt to greatly dislocate a designated foe. On a successful hit, the foe must succeed on a DC 20 Will save, You dislocate whatever body part (arms or legs) rendering is useless.