Judoka: Ground and Pound. Class Development

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So the idea was to begin this project and see how it goes. Thank you all for looking into it for me.

Yes there is another thread but I was told it is easier to pull apart the class from the start. So here I go. There is still a fair amount of work to be done. Flavouring is still something I am working on.
I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.
Judoka
The art of Grappling and Throwing



You avoid strikes using gripping techniques, throws and grappling to destroy your opponents. Armor is just a burden to you. You control the space around you as if it is your domain throwing and knocking down enemies with complex moves honed over years of training.


Role: Controller        Power Source: Psionic


Key Abilities: Dexterity, Strength, Wisdom


Armor Proficiencies: Cloth


Weapon Proficiencies: Unarmed Strike, Grab, Grip Fighting


Implements: Ki Focuses, Weapons with which you are proficient


Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will


Hit Points at 1st Level: 12+ Constitution Score


Hit Points per Level Gained: 5


Healing Surges: 7+ Constitution Modifier


Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.


Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex)


Class Features: Kata, Grip Fighting, Unarmored Defence, Unarmed Combatant


 


Creating a Judoka:


You can choose any powers you want, though your choice of Kata is likely to influence your choices. Dexterity is the most important ability for Judoka, since all Judoka attacks rely on it. Depending on your Kata you might favour Wisdom or Strength as your second ability score.


Ne Waza Kata


You specialise in taking an opponent to the ground and once there applying pinpoint pressure to limbs and bodies to inflict maximum pain and severe damage. Dexterity should be your highest score, Wisdom should be your second and Strength can be your third, since you will probably want to select a mix of powers that use Wisdom and Strength.


                Class Feature: Ne Waza


                Suggested Feat: Inescapable Hold


                Suggested Skills: Perception, Athletics, Acrobatics, Insight


                Suggested At-Will Powers: Tai Otoshi, Osoto Gari


                Suggested Encounter Power: Juji Gatame


Suggested Daily Power: Uchi Mate


 


Tachi Waza Kata


The floor is your weapon. Using your opponent’s momentum you slam them into the ground, breaking bones.


 


Class Feature: Tachi Waza


                Suggested Feat: Improved Grab


                Suggested Skills: Acrobatics, Athletics, Endurance, Perception


                Suggested At-Will Powers: Ippon Seionage, Kumikata


                Suggested Encounter Power: Tomae Nage


Suggested Daily Power: Tsurikomi Goshi


 


KATA TRADITION:


Judoka train for hours each day honing their bodies to become the perfect fulcrum, a living pivot that destroys and dissipates oncoming force. Choose either Ne Waza or Tachi Waza as your Kata. The choice grants you an offensive and defensive benefit.


 


Ne Waza


The Ne Waza Kata focuses on honing your awareness of the weak points of an assailant to better pin them to the ground. The Kata teaches you to control them with minimum effort for maximum gain.


                Ne Waza: You gain the Ne Waza power.


                Mental Equilibrium: You gain +1 bonus to Fortitude. This bonus increases to +2 at 11th level and +3 at 21st Level.


Ne Waza:


You throw the opponent to the ground, prone you apply a hold pinning them in one place and applying increasing damage:


At Will * Psionic


No Action   Melee 1


Trigger: You hit with an attack during your turn


Target: One creature


Level 11: +1d6 damage


Level 21: +2d6 damage


Effect: The Target takes damage equal to 2+ your Wisdom Modifier and is prone and grabbed. Save Ends. On a failed Save takes 2 + your Wisdom Modifier and a -2 Penalty to the next Saving throw. 3 Failed Saves and opponent is unconscious.


Special: You can use this power only once per round.


 


Tachi Waza


The Tachi Waza Kata focuses on hurling the opponent bodily as far as possible. The Kata teaches the use of pivotal strength applied as a fulcrum to maximise distance.


                Tachi Waza: You gain the Tachi Waza Power


                Mental Bastion:  You gain +1 bonus to Will. This bonus increases to +2 at 11th level and +3 at 21st Level.


Tachi Waza


You throw your opponent with force and control causing them to collide with solid objects disabling them.


At Will * Psionic


No Action   Melee 1


Trigger: You hit with an attack during your turn


Target: One creature


Level 11: +1 Squares


Level 21: +2 Squares


Effect: The Target takes damage equal to 3+ your Strength modifier and is pushed a further 1 square taking 1d4 damage per square (1d6 at 11th level and 2d4 at 21st level)


Special: You can use this power only once per round.  Damage includes the original square you pushed them through.


 


GRIP FIGHTING


You gain a +2 bonus to Grab Attacks and can grab creatures equal to your size and 2 larger. Increases to +3 at 11th level +4 at 21st level.


 


UNARMED COMBATANT


You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the judoka unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your judoka unarmed strike, even if you’re kicking, kneeing, elbowing, or head-butting a target. Also, your judoka unarmed strike can benefit from a magic ki focus if you have one (see “Implements” below).

UNARMORED DEFENSE
While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC.


 


IMPLEMENTS


Judoka usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a judoka studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the “Ki Focuses” sidebar).

When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of judoka powers and judoka paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you’re proficient.

You can also use a weapon with which you’re proficient as an implement. When wielding the weapon as an implement, the weapon’s characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers.

If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack.


 




 

I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

ATTACKS:


 


At Will Level 1


 


Ippon Seionage:


You throw the opponent to the ground, sliding forward they end up where you stood


At Will * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Requirement: You must have a hand free


Attack: Dexterity vs. Ref


Hit: 1d8 + Dex modifier and you slide the target into your square and you shift 1 square into the space they left.


Tachi Waza Kata: +1d6 force damage (2d6 at 11th level, 3d6 at 21st level)


Special: 2d8 at 11th level, 3d8 at 21st level.


 


Kumikata:


Grabbing an opponent you hold them close readying them for a formidable strike


At Will * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Requirement: You must have a hand free


Attack: Dexterity vs. Ref


Hit: 1d6 + Dex modifier and you grab the target. The grab ends automatically at the end of your next turn.


Special: 2d6 at 11th level, 3d6 at 21st level.


 


Tai Otoshi:


Stepping in you drop the opponent to the floor


At Will * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Requirement: You must have a hand free


Attack: Dexterity vs. Ref


Hit: 1d10 + Dex modifier and the target is knocked prone


Ne Waza Kata: You gain a +2 to damage for your Ne Waza (+4 at 11th level, +6 at 21st level)


Special: 2d10 at 11th level, 3d10 at 21st level.


 


Osoto Gari:


You hook an oncoming opponent throwing them to the ground


At Will * Psionic


Immediate Interrupt   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Trigger: An enemy moves into a square adjacent to you


Requirement: You must have a hand free


Attack: Dexterity vs. Ac


Hit: 1d6 + Dex modifier, the target is knocked prone.


Special: 2d6 at 11th level, 3d6 at 21st level.


 


Ouchi Gari:


Reaching through you throw your opponent to one side forcing them to move.


At Will * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Requirement: You must have a hand free


Attack: Dexterity vs. Ac


Hit: 1d6 + Dex modifier and you slide the target 1 square.


Special: 2d6 at 11th level, 3d6 at 21st level.


 


Encounter Level 1:


 


Tomae Nage:


You drop down throwing an opponent over your head.


Encounter * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement,


Requirement: Target must be Grabbed


Attack: Dexterity vs. Ref


Hit: 2d6 + Dex modifier and you push the target 1 square (2 squares at 11th level, 3 squares at 21st level)


Tachi Waza: +1 square to push


Special: 3d6 at 11th level, 4d6 at 21st level.


 


Juji Gatame:


Grabbing an opponent you apply an armbar


Encounter * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Attack: Dexterity vs. Fort


Hit: 3d4 + Dex modifier and the target is dazed. Save ends.


Ne Waza: Opponents main hand is disarmed.


Special: 3d6 at 11th level, 3d8 at 21st level.


 


Yama Arashi:


Lifting the opponent you hurl to the ground disabling them


Encounter * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Attack: Dexterity vs. Fort


Hit: 2d8 + Dex modifier target is knocked prone and is dazed. Save ends.


Special: 3d8 at 11th level, 4d8 at 21st level.


 


Daily Level 1:


 


Tsurikomi Goshi:


Pulling the opponent over you hurl them to the ground.


Daily * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Attack: Dexterity vs. Ref


Hit: 2d8 + Dex modifier target is dazed. Dazed ends automatically at the end of your next turn.


Special: 3d8 at 11th level, 4d8 at 21st level.


 


Uchi Mata:


Twisting you throw the opponent with force


Daily * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Attack: Dexterity vs. Ref


Hit: 3d10 + Dex modifier and the target is knocked prone.


Special: 4d10 at 11th level, 5d10 at 21st level.


 


 


Encounter Level 3:


 


Uki Waza:


Floating technique


Encounter * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Attack: Dexterity vs. Ref


Hit: 2d8 + Dex modifier


Effect: Slide the target 1 square if something occupies that square target takes 1d6 damage. If the occupier is a creature it takes 1d6 damage and is slid 1 square away.


Special: 3d8 at 11th level, 4d8 at 21st level.


 


Tawara Gaeshi:


You roll over throwing the target across your body.


Encounter * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement, grab


Attack: Dexterity vs. Fort


Hit: 2d10 + Dex modifier and the target is knocked prone. Your opponents off hand is disarmed.


Special: 3d10 at 11th level, 4d10 at 21st level.


 


Daily Level 5


 


Soto Makikomi:


Wrapping the opponent you throw them to the ground


Daily * Psionic


Standard Action   Melee Touch


Target: One creature


Keywords: Martial, implement


Attack: Dexterity vs. Ref


Hit: 3d10 + Dex modifier slide the target 1 square and the target is knocked prone. If the target ends next to blocking terrain apply your Str modifier as Force damage.


Special: 4d10 at 11th level, 5d10 at 21st level.




 

I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

Utilities:


 


Level 1:


 


Pass Forward:


At Will * Move Action


With perfect timing you slip by your foe without dropping your guard.


Keyword: Martial


Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy your movement does not provoke opportunity attacks from that enemy


 


Makeshift Shield:


Daily * Immediate Interrupt


You snatch a piece of furniture, a body or a discarded item to block and enemy’s attack.


Keyword: Martial


Requirement: You must have a hand free


Trigger: An enemy hits you with a close or melee attack.


Effect: You gain a bonus to defences against the attack equal to your Dex modifier.


 


Stone Resolve:


At Will * No Action


You see the biggest target and ignoring all others pit yourself against them.


Keyword: Martial


Effect: You can make grab attacks against a creature one size larger than your level allows until the end of your turn.


 


Level 6:


 


Forceful Throw:


Encounter * No Action


Your technique is unmatched and you crush the target to the ground


Keyword: Psionic


Effect: Apply your Str modifier to your next attack and damage.


 


Hidden Weakness:


Encounter * No Action


You know the workings of your opponent’s body and aim for his weakness.


Keyword: Psionic


Effect: Apply your Wis modifier to your next attack and damage.




 

I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

Feats:


 


Level 1:


 


Inescapable Hold:


Resist grab escape attempts with Fortitude


Judoka Guard


+1 Shield bonus to AC and Reflex when one hand is free


Improved Grab


+4 to grab attacks.


Unarmored Agility


+2 to AC when wearing cloth armor or no armor


Obi Expertise


Gain Proficiency with your Obi. +1 bonus to AC


 


Level 2:


 


Judoka Challenge


Mark foes you attack. They get a -2 to attacks not including you. Make a basic melee attack against adjacent marked foe who shifts or makes an attack not including you. Mark lasts until the end of your next turn or marked by other.


Judogi Expertise


Gain Proficiency with your Judogi. +1 bonus to AC


Focused Technique:


Gain +2 damage to powers that slide or push a target.


 


Level 4:


 


Oceans Throw;


Gain +1 push to all powers that push


Mountains Throw:


Gain +2 damage to powers that prone a target


 


Level 6:


Inner Kata


You have internalised your Kata making it first nature to all that you do. Gain +1 to speed and +1 to attack and damage to powers that have your Kata in them.




 

I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

Items:


Level 1:


Obi:


Waist Slot:


An Obi can be enchanted. Giving you bonuses to attack and damage.


 


Judogi:


Armor Slot


Basic cloth armour. Can be enchanted.


 


Level 3:


Yellow Obi


Waist Slot:


Proficiency +1


+1 to attack and +1damage


 


Yellow Judogi


Armor Slot;


Proficiency +2


+2 to AC and Reflex


 


Yellow Mountain Judogi


Armor Slot


Proficiency +2


Requirements: You must take the Judogi Expertise Feat


+2 to AC and Reflex. Add your Str modifier to powers that prone


 


Yellow Mountain Obi


Waist Slot


Proficiency +1


Requirements: You must take the Obi Expertise Feat


+1 to AC, +1 to Attacks and damage



These are pointers as to what I am thinking of doing. The idea is that the basic Obi and Gi scales but you don't get the other advantage of Mountain etc unless you take the feat that allows you to. I am also thinking that they could come in sets and will have to open that up later.

I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.
So as you can see a bit to do but this is the start.

Yes everything scales, thus in Judo it is the same, someone that makes a speciality out of a throw just gets better and better with it and even at the highest level a simple early throw can be devasting. You won't get that benefit though when you retrain back into it. You have to hold the throw right from the begining but I didn't know how to word that.
I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.
Tl;dr version:  It's a brawler fighter, but several times more complicated than it has to be because I refuse to listen to reason.

[/****ish]

That being said, I have utterly no idea how to help you with any of this in a way that doesn't take into account that it already exists. Foot in Mouth 
ok so this is similar to a Brawler but not quite. As yet the Brawler wasn't even close to what I wanted and this is a punic exercise in fun. But hey you are entitled to your opinion.

If you can point out where the Brawler does all of these things I would be grateful thus saving me some work.
I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.
Try out power2ool. It'll make posters more likely to read the powers.

Co-author on AoA 2-3 and 4-1.

Thanks will look into it and get it done.
I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.
Wow.
That took quite some time and effort.
OK, so a couple of thoughts:
Don't sweat the smaller details.
There already is magical cloth armor. See if there is some form of existing enchantment that has psyonic augments.

Skip Yellow belt. White, Green, Brown, Black. The difference between 9th kyu and 7th kyu isn't as important. 9th Kyu can be lvl1-5, 5th Kyu can be 6-7. 2nd Kyu for 8&9. Shodan for 10. 12-dan for lvl30

Multi-class with wizard or sorceror for Renshi (sp? master/wizard)
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