By: Dirk van Pijkeren
Type: Prestige Class
Game: Dungeons & Dragons (D&D)
Sumo Wrestlers are a kind apart in the oriental world. They are monks that not necessarily act on speed alone, but also on pure body mass and strength, combined with technique and dexterity. It is, as with many martial arts, more a way of life than a sport. The whole life of a Sumo Wrestler is dedicated to Sumo. (Real life background info - external link).
Hit Die: d8
To become a Sumo Wrestler you must fulfill the following criteria:
Abilities: Strength 15+.
Skills: Profession (Wrestler) 5 ranks, Concentration 4 ranks.
Feats: Improved unarmed strike, Improved Grapple (alternatively for D&D 3.0: Improved Bull Rush)*, Power attack.
Alignment: Any lawful.
Skill Points: 4 + Int. modifier per level.
Class Skills: Balance (Dex), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Table: The Sumo Wrestler
1 The value shown is for Medium characters. See the Table Small or Large Monk Unarmed Damage in the Player's Handbook for corresponding Small or Large characters' damage.
|Special||Flurry of Blows|
|1st||+1||+2||+2||+2||Rikishi, Bottomless pit||-1/-1||1d6||+0||+0|
|2nd||+2||+2||+2||+2||Uncanny dodge (dex to ac), Ki strike +1||-0/-0||1d6||+0||+0|
|6th||+5||+4||+4||+4||Wholeness of Body||+4/+4||1d8||+1||+2|
|8th||+6/+1||+5||+5||+5||Ki strike + 2||+6/+6/+1||1d10||+2||+3|
|9th||+7/+2||+6||+6||+6||Uncanny dodge (can't be flanked)||+7/+7/+2||1d10||+2||+3|
All of the following are class features of the Sumo Wrestler.
When you take this prestige class, you may continue your progression of unarmed damage and AC bonus if you were a Monk already. You may also continue progression of flurry of blows, in the sense that the penalty to attack decreases at (Monk + Sumo level = 5) and (Monk + Sumo level = 9), and an extra attack is gained at (Monk + Sumo level = 11). Your speed however, may be no more than 30 ft by non magical means, otherwise it becomes 30 ft. Magical bonuses are not included in this restriction. You may switch to monk levels later and advance normally and you continue your progression of unarmed damage and AC bonus and all other monk abilities, except speed.
Weapon and Armor Proficiency: Sumo wrestlers are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Sumo wrestlers are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Sumo Wrestler loses her AC bonus and flurry of blows abilities.
AC Bonus (Ex): Like a monk, the Sumo Wrestler may add his Wisdom bonus (if any) to his AC, when unarmored and unencumbered. In addition, a Sumo Wrestler gains a +1 bonus to AC at 5th level (see note above on Monk-Sumo Wrestlers' AC progression). This bonus to +2 at level 8. These bonuses to AC apply even against touch attacks or when the Sumo Wrestler is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a Sumo Wrestler may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Sumo Wrestler. This penalty applies for 1 round, so it also affects attacks of opportunity the Sumo Wrestler might make before her next action. When a Sumo Wrestler reaches 4th level, the penalty lessens to -1, and at 8th level it disappears. A Sumo Wrestler must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a Sumo Wrestler may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Sumo Wrestler applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The Sumo Wrestler can't use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in her flurry of blows routine to do so.
Unarmed Strike: A Sumo Wrestler's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Sumo Wrestler may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A Sumo Wrestler may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Sumo Wrestler's unarmed strikes deal lethal damage, but he can choose to deal non-lethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or non-lethal damage while grappling.
A Sumo Wrestler's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk/Sumo Wrestler also deals more damage with her unarmed strikes than a normal person would, as shown on the table above. The unarmed damage listed is for a Medium Sumo Wrestler. A Small Sumo Wrestler deals less damage than the amount given there with her unarmed attacks, while a Large Sumo Wrestler deals more damage; see Table: Small or Large Monk Unarmed Damage in your Player's Handbook.
Grapple bonus: By progressing in the art of unarmed combat and Sumo wrestling, the Sumo Wrestler gains a competence bonus to Grapple checks, to touch attacks made to start a grapple, and to his AC against such attacks. These bonuses are listed in the table above.
Bottomless Pit (Ex): At first level a Sumo Wrestler can eat as much as he wants. His body can process massive amounts of food.
At different levels a Sumo Wrestler gains different Sumo ranks. By gaining these ranks he also gains new abilities. These are extraordinary abilities.
Rikishi (Ex): This is the lowest rank of the Sumo Wrestler prestige class. The Sumo Wrestler gains this rank at first level. Because of his weight and size he counts as a large creature when grappling, with the effective bonuses on grapple checks. In addition, the Sumo Wrestler no longer provokes attacks of opportunity when making a touch attack to start a grapple.*
Juryo (Ex): At 3rd level the Sumo Wrestler becomes a Juryo, a respected wrestler with some experience. This rank gives him the ability to move a grappled person around during combat, thus keeping his Dexterity bonus to AC when grappling.
Sekiwake (Ex): this rank is gained at 5th level. Your techniques enable you to deal a massive amount of damage to a being that is lying on the ground by falling on top of it. This takes a full attack action, and deals 1d4 damage/Sumo level + his Strength bonus and other bonuses, such as ki strike.
Ozeki (Ex): This very high Sumo rank is a sign of great wrestling capabilities and techniques. It is gained at 7th level. The progressions in techniques and weight enable the Sumo wrestler to cause a mild earthquake two times/day with a 20 ft. radius by jumping. This takes a full round action that does not provoke attacks of opportunity. The mild earthquake inflicts 1d4 points of damage/Sumo level with a DC of 10 + half Sumo level + Wisdom modifier for half. Anyone that fails this save also has to make an opposed trip check, as if being tripped.
Yokozuna (Ex): This is the highest and most honorable rank a Sumo Wrestler can achieve. This rank can be gained at 10th level. The Sumo Wrestler's techniques are flawless, but he also needs to be a man of great honor and character, honoring the Sumo traditions. Only a very few gain this rank. At this rank, the Sumo Wrestler gains damage reduction 5/+1 and energy resistance 5 of one energy type of choice. The energy type is chosen once, and cannot be changed later. If however, the Sumo Wrestler acts dishonest or doesn't honor the traditions, this rank can be taken from him, for a specified time or permanently, at the game master's discretion.
Ki Strike (Su): At 2nd level, a Sumo Wrestler's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's level. At 8th level, his unarmed attacks improve to +2. In case of D&D edition 3.5, the corresponding Ki strike bonuses from the monk table apply (magic and lawful, respectively).
Uncanny Dodge (Ex): Starting at 2th level, Sumo Wrestler can react to danger before her senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Improved Trip: This bonus feat is gained at 4th level.
Improved Uncanny Dodge (Ex): A Sumo Wrestler of 9th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that grants this ability than the target does (i.e. the Sumo Wrestler's effective level for this ability is Rogue + Sumo level).
Wholeness of Body (Su): At 6th level or higher, a Sumo Wrestler can heal her own wounds. He can heal a number of hit points of damage equal to twice her current (Monk + Sumo Wrestler) level each day, and he can spread this healing out among several uses.
* This prestige class sets the D&D 3.5 feat Improved Grapple as requirement. D&D 3.0 users could either adopt this 3.5 feat or replace it by Improved Bull Rush (game master's choice). To make sure that 3.0 Sumo Wrestlers do not provoke attacks of opportunity when starting a grapple (one of the benefits of Improved Grapple), this perk has been added to the first Sumo rank (Rikishi). The less useful replacement feat compensates for this extra ability.
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a, except the materials taken from the System Reference Document. These materials include, for instance, the description of the Flurry of Blows and Unarmed Strike abilities, and other text taken from the Monk base class. Materials from the System Reference Document (copyright Wizards of the Coast; for a full list of authors, see the license copy above) are by their nature designated as Open Game Content, in accordance with Section 1(d) of the License.
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