Luchador (3.5e Prestige Class)

Luchador
"And in this corner, wearing the red tights with silver mask... EL LOCO OSO!!!"

Grappling is something monsters, not heroes, do. You're but a mere mortal man who must rely on magical tricks to grow bigger and stronger, and yet no matter how hard you try monsters always seem to outdo you, and clerics just slip away from your grasp. Well no more, for you have learned the secrets of the mystic LUCHADOR, the master of wrestling, style, and power! Through your martial might, you will be able to wrestle the gods down from their heaven and pin them to earth!

Becoming a Luchador
Luchadors, as all grapplers, need strength beyond all else, and a strong constitution to take punishment. Many luchadors do not wear armor. Normally a dexterity score is wasted on a grappler, but you manage to make it effective even when you're in mid-grasp. Your mental stats are less important, but monk-based luchadors benefit from wisdom, while charisma is useful for luchadors trying to attract a crowd.

Class Features
All of the following are class features of the Luchador.

Weapon and Armor Proficiency: A luchador is proficient in armor spikes, normal and spiked gauntlets, and the garroteDragon Compendium.

 : Luchadors often don't wear armor, so they must be tough as nails to survive in a fight. A luchador gains DR/- equal to half his class level +1 (minimum 1). This stacks with similar damage reduction from race or class (such as barbarian), as well as from adamantine armor, but not from magical sources. While engaged in a grapple, the luchador adopts a defensive stance while twisting, turning, and struggling with the opponent, granting him DR/- equal to his class level +1 instead.

 : Luchadors lift heavy opponents all the time, and this gives them massive muscles of ultimate power! Add the luchador's class level to the creature's strength for the purpose of determining one's carrying capacity.

 : Luchadors often have some quirk or style which defines their wrestling, be it a mask, a belt, a cape, or other item of note. Whenever this item is displayed, the luchador gets a circumstance bonus to intimidate checks equal to their class level.

This stacks with effective monk levels for determining the value of one's unarmed strike damage. In addition, all of the luchador's natural weapons are considered magic weapons.

 : A luchador must remain nimble, even in a grapple. 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. If a luchador already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

 : At 2nd level, a luchador can release a flurry of blows on any creature he successfully grapples. As a full-attack action the luchador makes a grapple check to maintain the grapple, and then makes a full attack without penalty with any unarmed strikes or natural weapons the luchador possesses.

 : At 2nd, 5th, 7th, and 10th level a luchador increases an effective size catagory for the purposes of determining what the luchador can grapple, who can grapple him, and the size bonus on grapple checks. Even when the enemy vastly outsizes the luchador, the luchador manages to find a way to twist, pinch, and harass the enemy into a grappled state.

 : At 3rd level, a luchador can use the momentum and weight of an enemy against them. Whenever the luchador is charged the luchador can take an immediate action, making an opposed grapple check. If successful, the charge is canceled and the charging creature is thrown and lands prone up to 5 feet away for every 5 points your grapple exceeds their (minimum 5 feet). They take the same amount of damage they would have dealt on the charge had it been successful. If the charging creature had more than one attack on a charge it only takes damage for the first attack.

 : At 3rd level, a luchador can no longer be flanked. This defense denies a rogue the ability to sneak attack the luchador by flanking him, unless the attacker has at least four more rogue levels than the target has luchador levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. For the purposes of this particular improved uncanny dodge, levels in monk counts as a class which grants uncanny dodge for the purpose of determining the level a rogue must be to flank the luchador.

 : At 4th level, a luchador can take a grappled creature, flip them upsidedown, and slam them headfirst into the ground. When grappling a creature they can take a standard action to make a grapple check. If successful they deal their normal unarmed strike damage plus 1d6 points of damage per HD. Using this maneuver frees the creature from the grapple and expels them into the nearest square, but leaves them prone.

 : At 4th level, a luchador is able to withstand blows which would knock down trees. They gain the stability trait of dwarves (which stacks with the dwarven racial feature) and count as a quadruped for the purposes of carrying capacity.

 : At 5th level, a luchador can strike at pressure points to leave a creature in paralysis. Any time a luchador might make a pin, they can attempt a body lock instead. If successful, the creature is paralyzed for 1 round/level. This does not function on creatures immune to critical hits.

 : At 5th level, a luchador can grapple anything, even those so called powerful clerics. A luchador ignores magical bonuses to grapple, and he can even grapple those magically immune to grapples (such as those under freedom of movement), though they gain a +8 bonus on their opposed check to defend.

 : At 6th level, a luchador can attempt to choke the life out of a creature and render them unconcious. Whenever pinning a creature successfully for 3 rounds, the creature much make a Fortitude save, DC 10 + 1/2 HD + Strength, or fall unconcious due to lack of air. Creatures which do not breath are immune to this ability.

 : At 6th level, a luchador can grapple more than one creature at a time. For each limb capable of grasping weapons and items, the luchador can grapple a seperate creature. For most humanoid creatures with two hands, that means the luchador can grapple two people at once, provided he has enough attack actions to spare. Special maneuvers granted by this class, such as piledrivers, still function against only one creature at a time, regardless however many creatures are currently grappled.

 : At 7th level, a luchador's grip can induce intense pain to force the enemy to submit. When in a grapple the luchador can use a standard action to make a grapple roll to maintain the grapple. If successful, the target takes a -4 penalty on attack rolls, AC, and saving throws for as long as they remain grappled. Creatures immune to pain (typically constructs and undead) are immune to this ability.

 : At 8th level, a luchador can snap the bones of those he has managed to pin down, mauling them permenantly. When pinning a creature the luchador can take a standard action to maintain the pin. If successful, the creature must make a Fortitude save DC 10 + 1/2 + HD or have an arm, leg, tail, or wing broken. If an arm or tail is broken, that arm or tail can no longer be used in combat which may limit the creature's attack options. If a leg is broken, the creature's speed cut in half (or reduced to 5 feet and crawling if all legs are broken). If a wing is broken, fly speeds are cut in half (or rendered impossible if all wings are broken). The broken bone remains broken until subject to a regenerate spell, or healed naturally over the course of of 1d6 weeks with the long term care option of the Heal skill. Creatures which regenerate fix broken bones in the same time it takes to regrow body parts.

 : At 8th level, a luchador proves impossible to budge, a mountain of mass capable of weathering the angry fists of gods. As a move action the luchador can lock themselves in place, becoming impossible to move by any means and being unable to be tripped, bull rushed, or any other forced movement. They cannot move while in this stance, and may toggle it off as another move action. The luchador must be on solid ground in order to use this ability.

 : At 9th level, a luchador manages the impossible and learns to grapple with any body part, item, or other extension as if it were their entire body. A luchador can grapple as many creatures fit inside his reach. For a medium luchador with 5 foot reach, that means they can grapple up to 8 medium or small creatures at the same time. No one is quite sure how he manages to keep them all tied up at one time, but he only needs to make a single grapple check to maintain the grapple on each creature in his grasp. Special maneuvers granted by this class, such as piledrivers, still function against only one creature at a time, regardless however many creatures are currently grappled.

 : At 9th level, a luchador's piledriver becomes even stronger. It deals 2d6 points of extra damage per HD, and the luchador can make a running jump check as part of it, moving the appropriate distance as part of the attack (and dragging the victim with him, to be slammed into the ground).

 : At 10th level, a luchador can end the life of creatures he has successfully pinned. If the luchador has a creature pinned, they may make take a full-round action which provokes attacks of opportunity to make a grapple check to maintain the pin. If successful, the creature much make a Fortitude save DC 10 + 1/2 + Strength or die as its spine is broken. On a successful save, the creature still takes normal unarmed damage. Creatures without a skeletal structure are immune to this ability..

The epic Luchador gains a bonus feat (selected from the list of epic Luchador feats) at 22nd and every 3 levels after.

Epic Luchador Bonus Feat List: Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Toughness, Exceptional Deflection, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Leaper, Legendary Wrestler, Penetrate Damage Reduction, Perfect Health, Reflect Arrows, Shattering Strike, Spellcasting Harrier, Superior Initiative, and Vorpal Strike.

Playing a Luchador
Combat: Grappling is an inferior tactic? Your AC shot to hell and your stuck against a single target fighting impossible gapple checks? Not anymore you don't. Show those monsters whose boss by getting up close and personal.

Advancement: Fighting type classes, especially initiator classes, are always a good multiclass choice.

Resources: Luchadors sometimes meet in fighting tournments where they compete for the title of the Strongest Being in the World.

Luchadors in the World
"Gimme a hug!"

NPC Reactions: Luchadors are entertainers, showmen of the fine art of wrestling. They move with pose and style, and often come with quirky flairs to win the hearts of others. Tales have been told of mysterious and benevolent luchadors who become as if masked heroes for justice and helping out the poor, as well as those who simply fight for fame and glory.

Luchador Lore
Characters with ranks in Knowledge History can research luchadors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Luchadors in the Game
Adaptation: While mexican flavored, the class is suitable for any wrestler or grappler.

Sample Encounter: EL ROJO HURACAN has appeared, looking for challengers in the ring. Any man who can best him is said to win some great opportunity or prize. Will you try your might against EL ROJO HURACAN!?

EL 10: PENDING