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 |