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wrestler

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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.

Wrestler Play rough.
caret-right Clever Wrestling Tackle and exploit.
caret-right Debilitate Inflict extra conditions.
caret-right Hostage Shield Redirect attacks to grabbees.
Enterprises Entertainment
Wrestler School

Wrestler

Offense plus-circleGrapple: 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.
Utility plus-circleReposition: 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.

minus-circleWeight 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).
caret-right Alternative plus-circleFree Reposition: You can move a target you've grabbed as a free action any time during your turn.

minus-circleExertion: Repositioning a grabbed target as a free action costs a point of Endurance instead.
tentacle Grabbed minus-circle Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place.

minus-circle If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size.

minus-circle The grabber can choose to end the effect as a free action during their turn.

minus-circle The grabber ignores the effects of cover and concealment in regards to the target they've grabbed.

plus-circle Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired.

minus-circle Unlike other conditions, the Grabbed condition stacks. A single creature can be grabbed by multiple different other creatures and thus have multiple versions of the Grabbed condition in place on them at once, all of which are recovered from separately. Everybody in an interconnected grab-pile has to carry the weight of everybody else.

minus-circle Although a single creature can be grabbed by multiple other creatures at once, they can only grab up to one other target at a time.

Clever Wrestling

Offense plus-circleGoliath 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.

doubledThrower 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.
Offense plus-circleTackle: 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.

Debilitate

Protection plus-circleCheap Shots: When you grab somebody, you also inflict a random standard status effect on them (roll on the below list to find out which one). The additional condition inflicted by Debilitate cannot be recovered from.

minus-circleGrapple-Linked: As soon as your target recovers from the Grabbed condition, they also throw off the additional condition inflicted by Debilitate automatically.
caret-right Alternative plus-circlePocket Sand: You can choose any standard condition you want from the list instead of rolling randomly.

minus-circleExertion: Picking a condition instead of rolling one randomly costs a point of Endurance.

Hostage Shield

Protection plus-circleHostage Shield: When you are grabbing a creature, you can use them to protect yourself from incoming Melee or Remote-type attacks in your visual arc. This automatically redirects the attack effect from you to the creature you're grabbing.

minus-circleConservation of Action: Every time you choose to redirect an attack to a creature you've grabbed, you get one less action on your next turn. You cannot redirect attacks in this way more than twice per round.

minus-circleLimits: You cannot redirect attacks whose trigger die is 10+, nor can you redirect any Area-type attacks using Hostage Shield. You can only redirect attacks if you can see the attacker.

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.1571408994.txt.gz · Last modified: 2019/10/18 08:29 by kyle