SUMO! Help me make a yokozuna!


Advice


So, my campaign is japanese-themed (roughly based on d20 L5R/Oriental Adventures) and even though sumo is a much more modern invention compared to the feudal period the campaign is based on, I've decided to mix it up and create an NPC to be a unarmed grappling martial artist, although from a practical standpoint the character will probably do a lot more unarmed strikes and non-lethal damage than sumo rikishis do in real life. Sumo is all about avoiding being moved around, grappling, and doing what in PF-RPG are bull rushes, re-position, and trip combat maneuvers.

Only problem I have is that the logical monk archetype, Tetori, refers to feats I can't find in the PRD: Crushing Embrace, Twin Lock, and Backbreaker. (Also, the PRD has Chokehold, which I assume to be the same as Choke Hold in the archetype description.) If anyone could provide a reference to where I can find these feats, that would be appreciated. (I'm not interested in the apparently-homebrew Sumo prestige classes that some people have created for 3.5.) It appears to me that the Tetori's bonus feat progression replaces the bonus feats where you get to choose one, but not the stunning fist bonus feat at level 1. If anyone could clarify this, it would be appreciated.

(Incidentally, I find it sad that the flurry of blows was taken away for the Tetori, as it makes it more difficult to emulate the E. Honda Hundred-hand-slap.)

A strength-based character is the obvious choice, although it would be possible to create a dexterity-based grappler using Weapon finesse and agile maneuvers, which would be able to use the Escape Artist skill to escape from grapple. When my PCs meet him, I expect the APL to be around 11 or so, and as a result I want to make him level 12, not because I expect him to be their adversary, but because they may get involved in a tournament and possibly face each other. I could just go straight Tetori, but here's my concept:

Human (20pt buy)
STR 15+2=17 +1 at level 4 = 18
DEX 13
CON 10
INT 10
WIS 16 +1 at level 8, +1 at level 12 = 18
CHA 10
Ancestor Feat (replaces traits in my campaign): Gifted General (+2 bonus on initiative, +1 on Fortitude saves)
Human Feat: Combat Expertise
L1 Monk(Tetori) 1: Bonus feats: Improved unarmed strike, Stunning Fist, Improved Grapple; L1 feat: Endurance; Graceful Grappler (Uses monk level instead of BAB for grapple CMB and CMD); BAB +0
L2 Monk(Tetori) 2: Bonus feats: Crushing Embrace (??); Evasion; BAB +1
L3 Fighter(Brawler) 1: Bonus Feat: Improved Trip; L3 Feat: Ki Throw; BAB +2
L4 Fighter(Brawler 2): Bonus Feat: Tiger Style; Close Control (+1 to CMB and CMD for bull rush, drag, and re-position); BAB +3; +1 to STR.
L5 Fighter(Brawler 3): Close Combatant (+1 to attack rolls, +3 to damage rolls for 'close' weapon group which includes unarmed strikes); L5 feat:Improved Reposition; BAB +4
L6 Monk(Tetori) 3: Fast Movement; Maneuver Training (Use Monk Level in place of Monk BAB for CMB and CMD); Still Mind; BAB +5 [He doesn't get much this level...]
L7 Monk(Tetori) 4: Ki pool; Graceful Grappler 4(suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled); Counter-Grapple: may make an attack of opportunity against a creature attempting to grapple him unless attacker has Greater Grapple; L7 Feat: Power Attack; BAB +6
L8 Monk(Tetori) 5: Break Free: Adds monk level to Escape artist checks to break a grapple, 1 ki to reroll a save against becoming entangled, paralyzed, slowed, or staggered; Purity of Body; +1 to Wisdom; still +6 BAB
L9 Monk(Tetori) 6: Bonus Feat: Greater Grapple; Counter-Grapple 6 (attack of opportunity against opponents who attempt to grapple who have concealment or total concealment); L9 Feat: Greater Reposition; +7 BAB
L10 Monk(Tetori) 7: Quigong Power replacing Wholess of Body: Heroic Recovery (in case he fails a fort save on a stunning fist); +8 BAB
L11 Fighter(Brawler) 4: Bonus Feat: Improved Bull Rush; L11 Feat: Greater Bull Rush; +9 BAB
L12 Monk(Tetori) 8: Graceful Grappler 8: use ki for grab attack; Counter-Grapple 8: use counter-grapple even when flat-footed; +1 to wisdom; +9 BAB

This build is pretty much focused on using grappling and other combat maneuvers, obviously, so he'll be not exceedingly useful in normal, lethal combat. But I think this shows a lot of interesting flavor and uses some unusual combinations. I thought about adding a 2-level dip into Stalwart defender, but the Immobile defensive stance power isn't available at level 2, and cutting off bull rush isn't that great.

I realize these feats at these levels may not be optimal. Anyone got any other suggestions?


I know there was a dev comment around here that said those three feats were an oversight and got renamed/replaced.

RPG Superstar Season 9 Top 16

You need Int 13 for Combat Expertise.

The updated Tetori feats are: http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-a rchetypes/tetori


Actually, I would just go Maneuver Master Monk the whole way...Bull Rush! Bull Rush! Trip! Just Seems right! =)

The Exchange

Sumo is all bullrush and throw. no reason to use a grapple focused character.

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