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wrestler [2019/11/14 11:35]
kyle
wrestler [2021/05/13 14:42] (current)
kyle
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 //Fighting dirty? There's no such thing. If somebody comes at you, use every advantage you can get.// //Fighting dirty? There's no such thing. If somebody comes at you, use every advantage you can get.//
  
-Wrestlers are exceptionally talented when it comes to desperate, close-quarters struggles for survival. The class primarily enhances grappling ability, providing a powerful control option for combat use regardless of what one's weapon of choice is. It's also conceptually very low-tech and inexpensive, making it available in practically every campaign setting imaginable. +Wrestlers are exceptionally talented when it comes to desperate, close-quarters struggles for survival. The archetype primarily enhances grappling ability, providing a powerful control option for combat use regardless of what one's weapon of choice is. It's also conceptually very low-tech and inexpensive, making it available in practically every campaign setting imaginable. 
  
 ^[[#Wrestler]] ^^Grab better. | ^[[#Wrestler]] ^^Grab better. |
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 |{{fa>caret-right?24}} |[[#Hostage Shield]] |Redirect attacks to grabbees. | |{{fa>caret-right?24}} |[[#Hostage Shield]] |Redirect attacks to grabbees. |
 |{{fa>caret-right?24}} |[[#Multigrab]] |Grab more targets. | |{{fa>caret-right?24}} |[[#Multigrab]] |Grab more targets. |
-^[[#Enterprises]] ||Entertainment \\ Wrestler School |+^^^
  
 ====== Wrestler ====== ====== Wrestler ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Grapple:** When you use the Grab universal action, you no longer need to roll a trigger die to succeed; it always works. The relative size of your target doesn't matter; you can snatch up a mouse or cling to the back of a dragon with equal ease. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Grapple:** When you use the Grab universal action, you no longer need to roll a trigger die to succeed; it always works. |
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Reposition:** After you've inflicted the Grabbed condition to a target with a Grab action, you can reposition them to any other space adjacent to you that you like as an action. This can be handy for giving yourself cover or moving your target into danger. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** You can only reposition a target if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Reposition:** After you've inflicted the Grabbed condition to a target with a Grab action, you can reposition them to any other space adjacent to you that you like as an action. This can be handy for giving yourself cover or moving your target into danger. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** You can only reposition a target if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). |
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Goliath Lugger:** You know how to use a creature's own momentum against them. You treat any creature you have inflicted the Grabbed condition to as being one size smaller than they actually are for purposes of how much they encumber you. \\ \\ {{ra>doubled?24&align=left}}**Thrower Synergy:** If you know the Fastball Special ability from the Thrower class, Clever Wrestling allows you to throw creatures with it that would normally be too large. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Goliath Lugger:** You know how to use a creature's own momentum against them. You treat any creature you have inflicted the Grabbed condition to as being one size smaller than they actually are for purposes of how much they encumber you. \\ \\ {{ra>doubled?24&align=left}}**Thrower Synergy:** If you know the Fastball Special ability from the [[Thrower]] archetype, Clever Wrestling allows you to throw creatures with it that would normally be too large. |
 ^ ^^^ ^ ^^^
 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Tackle:** You may use the Grab action as a free action immediately after moving. Your grabbed target must be adjacent to the space in which your move ended. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Tackle:** You may use the Grab action as a free action immediately after moving. Your grabbed target must be adjacent to the space in which your move ended. |
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Like Iron:** Wriggling loose from a Grabbed condition that you've inflicted is significantly harder than normal. Grabbed targets throw off the condition when their trigger die is 11+ instead of 9+. \\ \\ {{fa>plus-circle?24&align=left}}**Even You, Slinky:** You can (briefly) inflict the Grabbed condition even to creatures that know the Escape Artist ability from the Elusive class, which usually makes them completely immune. Such targets must make a recovery action or wait until the end of their turn to throw off the condition as normal, but always automatically succeed in recovery. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Like Iron:** Wriggling loose from a Grabbed condition that you've inflicted is significantly harder than normal. Grabbed targets throw off the condition when their trigger die is 11+ instead of 9+. \\ \\ {{fa>plus-circle?24&align=left}}**Even You, Slinky:** You can (briefly) inflict the Grabbed condition even to creatures that know the Unbound ability from the [[Escapist]] archetype, which usually makes them completely immune. Such targets must make a recovery action or wait until the end of their turn to throw off the condition as normal, but always automatically succeed in recovery. |
 ^ ^^^ ^ ^^^
 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Literal Deathgrip:** If you die while grabbing somebody, the condition is not removed automatically. They still have to carry your corpse around until they manage to escape it. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Literal Deathgrip:** If you die while grabbing somebody, the condition is not removed automatically. They still have to carry your corpse around until they manage to escape it. |
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 |1 |{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. | |1 |{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. |
 |2 |{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. | |2 |{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. |
-|3 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Vitality if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | +|3 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | 
-|4 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Vitality instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | +|4 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | 
-|5 |{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Maximum Vitality is reduced to 4. Lose any excess Vitality when gaining the condition. Regain any Vitality lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |+|5 |{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |
 |6 |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). | |6 |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). |
-|7 |{{ra>broken-bottle?32&align=left}} ^Deprived |{{fa>minus-circle?18&align=left}} Cannot use/spend Supply or Supply-substituting items in any way. \\ \\ {{fa>minus-circle?18&align=left}} Cannot use any ability that requires Supply in inventory. |+|7 |{{ra>broken-bottle?32&align=left}} ^Deprived |{{fa>minus-circle?18&align=left}} Cannot use/spend resources in any way. \\ \\ {{fa>minus-circle?18&align=left}} Cannot use any ability that requires unspent resources. |
 |8 |{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | |8 |{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. |
 |9 |{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | |9 |{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. |
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 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Entertainment |The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Supply per party member here to carouse together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Supply per party member for +1 XP each, a third time costs 3 Supply per party member, and so on. | 
-^Wrestler School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
wrestler.1573756534.txt.gz · Last modified: 2019/11/14 11:35 by kyle