
SirChimera |

Ciaran Barnes |
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This looks like a monk that specializes in shoving opponents around. In fact I could use the monk class with the right feats to do most of the things this class does. This class is very narrow in focus, and will not have a good variety of options in or out of combat. I think you could expand on what the class is able to do, and make sure that being a sumo wrestler is one of several ways to build the character.
Since this is your first class and it is so close to the monk class, I think you would be better off building this as a monk or brawler archetype. But if you really want to make a new class, here is my input.
Hit points:
Given the nature of the class, a d12 like the barbarian would not be out of order.
Skills:
Since the class is limited in what it can do during combat, 2 skill points seems low. Classes with only 2 points typically have many ways be built, whereas classes that are more focused or fill a specific niche tend to have more skill points. I think 4 points would be the minimum. Escape artist should be an option. Knowldge local maybe? I don't really visualize him balanacing and tumbling, but Acrobatics wouldn't be a bad fit. At the very least he could benefit from a bonus to jumping.
Saving Throws:
Sumo wrestler are big dudes, and very tough. But they also need to be fast. I would change Reflex to a good saving throw.
Weapons:
Monks and brawlers have more than just simple weapons. This guy doens't need them, but with a full-bab you'd think he would know how to use a few more than just the simple ones.
Armor:
Obviosuly, professional sumo wrestlers do not wear armor, but that is because they are grappling each other. They don't have to worry about sharp weapons. I feel that if a sumo wrestler decided to go dungeon crawling, he would put on some light armor at the very least. If he is as big and strong as I imagine he would be, he could certainly manage medium armor without much trouble. This is why I think brawler could be another class to model this off of.
Bonus Feats:
Seems like a decent list.
Sumo Arts:
This is where I'm seeing the most trouble. Number one, you're giving him a very narrow specialty. Number two, some of these are less powerful than "improved" combat maneuver feats.
Sumo Grapple:
He can use grapplewithout provoking attacks of opportunity, but I think that between his normal feats and bonus feats he is already going to have the Improved Grapple feat that will accomplish this plus give him a bonus to the combat maneuver. If you want him to be good at locking down opponents, then give him a bonus to the check.
Sumo Throw:
I actually kind of like this one, but if you call it what it is (a bullrush), then he could get some bonuses to the check, and possibly throw enemies further than 5 ft. This is actually pretty close to the Awesome Blow ability. If you want the free trip attempt to be based on a saving throw, then please let him add an ability score modifier to the DC.
Sumo Bull Rush:
See "sumo grapple" above. In addition, why is he only good at bull rush against oversized opponents? I suggest a class feature that allows him to perform a variety of combat maneuvers against big enemies. But instead of just saying that he can do them against an enemy of any size, he should gradually count as being larger and larger for combat maneuvers. AFter he has a few levels I'd want to see him locking down ogres and trolls. By mid-level he should be able to slap around a giant. At high level, he should be able to snatch a dragon midlfight and throw it on the ground.
Sumo Charge:
This can already sort of be done with the quick bull rush feat, but yours is more powerful. If you keep this one, you'll need to work on clarifying how it works.
Battlecry:
The bonuses from this are very high considering the length of time. With a huge bonus like that, the duration should be more like 1 round. The bonus should probably be lower anyways, and not include an ability mod, and have multiple uses per day.
Sumo Stomp:
I like the idea of it, but not the execution. The DC is way to low for 15th level. If you want to do a Reflex save, then make it 10 + 1/2 level + ability mod. Alternately, call it a trip attempt against all adjacent creatures.
Sumo Wrestle:
The major problem I see with this is that he has to wait until 19th level to do something quite mundane. The other problem I see is that from very low level, he has already been doing this same maneuver using grapple checks to move his opponent.
Determined:
I like it.
Combat Maneuver Expert:
I like the idea, but not the execution. Instead of making this a one-time benefit at 12th level, how about gradually give him bonuses to a variety of combat maneuvers, such as grapple, bullrush, trip, reposition, overrun. Or, at each such opportunity, let him pick one combat maneuver and add a bonus to that. You can restrict this to what you think sumo wrestlers are supposed to do, or you can really open this up and let the player have some options. Maybe he wants his wrestler to be good at dirty trick and steal?
Combat Maneuver Mastery:
The problem here is that you're possibly setting up an endless loop. Since a combat maneuver counts as an attack, you can continually grapple the hell out of a creature until you fail a check. By 20th, you're going to have ways to perform multiple combat maneuvers in the same round, so his turns could be very long. You should go back to the drawing board on this one.