Rikishi
by Tristan Key, 11JAN2004
sir__trystan@hotmail.com

High in the mountains of the mysterious isle of Krikta lies a remote monastery populated by immense grapplers known as rikishi. Rikishi practice the ancient weaponless fighting art of sumo wrestling. Sumo emphasizes use of the rikishi's considerable weight as a weapon to crush his enemies. An experienced rikishi can use his bulk to move mountains. All rikishi possess some levels of monk, but multiclass monk/fighters are often attracted to the offensive capabilities of the class. Other classes are not often found on the rikishi's path.

Hit Die: d8

Requirements
To qualify to become a rikishi, a character must fulfill all of the following criteria:
Base Attack Bonus: +3
Skills: Balance: 8 ranks 
Concentration: 8 ranks
Tumble: 8 ranks
Feats: Power Attack, Improved Bull Rush, Toughness
Special: Still Mind class feature

Class Skills
The rikishi's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spot (Wis).

Skill Points at Each Level: 4 +Int modifier.

Class Features
All of the following are class features of the rikishi prestige class.
Weapon and Armor Proficiency: A rikishi gains no new proficiency with weapons or armor.
Monk Abilities:
Rikishi continue their training as monks, and gain unarmed attack bonus, unarmed damage, ki strike, and AC bonus according to the monk class progression in the Player's Handbook.
Weighty Blow:
At 1st-level, the rikishi learns to put all of his weight behind his blows. When attacking with an unarmed strike, the rikishi adds his Constitution modifier (if positive) in addition to his Strength modifier to his melee damage rolls. This ability, making use of heavy, ponderous swings, cannot be used in conjunction with a flurry of blows.
Improved Trip: The rikishi gains Improved Trip as a bonus feat at 2nd-level. The free melee attack can be used against an overrun opponent.
Canny Wrestling: A 3rd-level rikishi no longer provokes attacks of opportunity when attempting to start a grapple.
Mighty Grappler:
At 4th-level, the rikishi gains greater mastery over his considerable bulk. He gains a +4 bonus to grapple checks. At 8th-level, this bonus increases to +8.
Trample: At 5th-level, the rikishi gains the Trample ability as described in the Monster Manual.
Improved Overrun:
The 6th-level rikishi is treated as one size category larger when making an overrun attempt. At 9th-level, he is considered two sizes larger.
Bear Hug: The 10th-level rikishi can make a grapple check to break his opponent's spine. The opponent is entitled to a Fortitude save, the DC being the rikishi's grapple check result. A creature failing the save is permanently paralyzed. The paralysis can only be reversed by a heal spell or stronger magic.

 
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Class Progression
1st +0 +1 +1 +1 Weighty Blow Limited Monk Abilities +1 Level
2nd +1 +2 +2 +2 Improved Trip Limited Monk Abilities +1 Level
3rd +2 +2 +2 +2 Canny Wrestling Limited Monk Abilities +1 Level
4th +3 +3 +3 +3 Mighty Grappler +4 Limited Monk Abilities +1 Level
5th +3 +3 +3 +3 Trample Limited Monk Abilities +1 Level
6th +4 +4 +4 +4 Improved Overrun Limited Monk Abilities +1 Level
7th +5 +4 +4 +4 Limited Monk Abilities +1 Level
8th +6 +5 +5 +5 Mighty Grappler +8 Limited Monk Abilities +1 Level
9th +6 +5 +5 +5 Greater Improved Overrun Limited Monk Abilities +1 Level
10th +7 +6 +6 +6 Bear Hug Limited Monk Abilities +1 Level


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