Professional Wrestler Class for AD&D 2nd Edition

(From a DOC I recieved by e-mail, please let me know if it's yours so I can give credit, or of if it must come down... but remember, people might might want to use it... I do!)

Ability Requirements: Strength 15, Constitution 12, Charisma 12
Prime Requisites: Strength, Charisma
Races Allowed: Humans, Dwarves, Half-Orc, others at DM’s Discretion

Description: A professional wrestler is a professional practitioner of the wholly “real” and highly theatrical “sport” of professional wrestling. The wrestler’s purpose though is not martial like a fighter, or devotional like a cleric or monk. The wrestler exists to provide entertainment for those who watch him, and to gratify his own overblown ego by winning the “world title”. In general wrestlers are hulking brutes that wear tight flashy clothing. This class is open to humans, who greatly enjoy the spectacle of professional wrestling, and dwarves, who are very popular in human wrestling leagues. This class is generally not open to elves, who tend to be too frail for the “sport”, or gnomes and halflings since they tend not to have the build for the “sport”.

Game Mechanics (numbered for easy reference):
1) Wrestlers may be of any chaotic alignment because they tend to be unpredictable.
2) Wrestlers gain experience as rangers, and are in the Warrior class group.
3) A wrestler who has 16 or more in both strength and charisma is entitled to a 10% experience bonus.
4) Wrestlers gain the exceptional strength and the increased hit point bonuses of other warriors.
5) Wrestlers roll d12s for HP up to a maximum of 9d12 at level 9. After level 9, the wrestler gains 4 HP every level thereafter.
6) Wrestlers may take proficiency in any non-missile weapon, though bludgeoning weapons are preferred, especially those which cause excessive bruising. (Eg. cesti, clubs, maces, flails, folding chairs, boards with nails, etc.) Wrestlers can never specialise in a weapon.
7) Wrestlers have access to the general and warrior non-weapon proficiency groups. Wrestlers gain proficiencies as a rogue of the same level. (Generally a wrestler is more effective with his wrestling moves than with any weapon.)

Special Benefits and Class Abilities:
    Every wrestler knows a number of moves, which he is able to execute in combat. Most moves are meant to appear very painful, but are designed to be more flashy than harmful. Often a wrestler’s moves can be very sneaky. Moves are divided into three types: standard, signature and tag-team. At 1st level, a professional wrestler knows 5 standard moves, and 1 signature move. Tag-team moves cannot be acquired until 9th level. A wrestler gains 1 standard move for every level he attains after the first. He earns an additional signature move every four levels. Tag-team moves can be very destructive and are acquired at a rate of one move every 6 levels after 9th. Both members of a tag-team must know the move for them to execute is successfully. Tag-teams are described later. Signature moves can be acquired through extended training periods, or by copying them from other wrestlers after beating them in a special match in the ring. Signature moves are unique to each wrestler, and imitating another wrestler’s signature moves is guaranteed to provoke a showdown over the “ownership” of the move. Signature moves lost in the ring can be replaced.
    A wrestler may increase his skill with a move by expending additional standard or signature move slots. Every additional slot spent on a move gives the wrestler +1 to hit and +2 to damage. The most number of slots a wrestler may devote to a particular move is 1 for every 4 levels attained (not including 1st level).
    In combat a wrestler may not execute more than one signature move in a round, and may not execute the same move in a round. The same signature move may not be executed in succeeding rounds. Thus they may only be used every other round. To execute a tag-team move, both wrestlers must be within 10 ft of each other, as well as the victim. Unless both are on the same initiative, one must hold until the other can act.
    Wrestlers can take incredible physical punishment and are adept at dodging or avoiding blows such that they cause minimal damage. At first level a wrestler decreases by -1 all damage dealt by melee and missile attacks (but not magical attacks). This damage reduction is increased by -1 for every 5 levels attained thereafter. Generally, this damage reduction is capped at -5 at level 26.
    A wrestler gains the ability to hit monsters only hurt by magical weapons of at least +1 enchantment with his moves at level 5. He is capable of damaging monsters only hurt by magical weapons of +1 for every 5 levels attained. (E.g. +2 at level 10, +3 at level 15, etc.) Note: This is generally capped at +4 at level 20.
    A wrestler may make an additional attack with his moves every other round for every 3 levels attained. (3/2 at 4th level, 2/1 at 7th level, etc.) Note: this is generally capped at 5/1 at 26th level.
    When using a weapon and not executing a wrestling move, a wrestler strikes with as many attacks as a ranger of the same level.
    Damage inflicted by wrestling moves can be 100% real if the wrestler so decides. Generally in wrestling matches, damage from moves is 75% temporary, 25% real.
    A wrestler may conceal any weapon of size S or M. Even when wearing just a loincloth, he may conceal a weapon from a combatant until it is used to attack. When making a surprise attack with the concealed weapon, the wrestler gets +3 to hit and damage.
    Wrestlers may yell taunts and insults at enemies. Enemies subject to these insults that have low intelligence (5-7) will immediately disengage any other combat to attack the wrestler. Enemies that are non-intelligent up to semi-intelligent (0-4) are too dumb to be effected by the insults. Other enemies may be effected if the wrestler makes a successful charisma check with the following bonuses and penalties:
-1 for every 2 points of intelligence of the target above 9
+1 for every 3 levels that the wrestler has attained up to a maximum of +6 at 18th level
+1 for every 2 rounds that the target had been engaged in combat
If a professional wrestler has won or found a “title belt” (girdle of giant strength), the wrestler gains 2 points of charisma while wearing the belt, and can throw enemies as a boulder-throwing giant of the same strength category. Furthermore, a wrestler can never decline a challenge while wearing the belt, and must relinquish it if he is ever defeated in the ring. (Tag-team belts have do exist.)
    At 9th level, a wrestler may form a tag-team with another wrestler who must have attained 9th level and the difference between their levels cannot be greater than 3. Tag-team wrestlers may do the following: 
-Yell encouraging words to a partner of ally, effectively raising the person’s morale by 3.
-Tag-team partners may execute combination moves together (both must know the move), but when fighting separately, they may not attack the same enemy while another is standing within 20 ft.

Special Hindrances:
    Wrestlers may not wear armour otherwise they cannot execute any of their moves.
    Although a wrestler is only surprised on a 1, there is a 50% chance that they will spend the surprise round acting surprised.
    Wrestlers must show off as much as possible, and thus get a +2 initiative penalty in every combat round after the first.
    Clothing worn by the wrestler must be flashy and tight or just loose enough to provide full freedom of movement.
    Every round of combat there is a 20% non-cumulative chance that the wrestler will show off and lose 1d4-1 of his moves that round.
    The wrestler’s manager has a contract with the wrestler and is entitled a large cut of the wrestler’s income.
    Wrestlers do not attract followers. To form a tag-team he must go out and meet another eligible wrestler.

Designing wrestling moves:
    Wrestling moves have a penalty or attack bonus based on the difficulty of the move and the base damage that the move inflicts. When designing one’s own moves, remember to be realistic and not make them overly powerful. 

Sample moves:

Move Attack Penalty  
Uppercut -1 1d2
Pile Driver -5 1d10
Eye Poke -3 1d6
Arm Lock -2 1d2 (per round)
Crusher Ed’s Vital’s Hit -3 1d10+1 (inflicts critical on 18-20) (signature move)
Crusher Ed’s Folding Chair Surprise +3 1d8+4 (signature move)
Crusher Ed and Terrible Ted’s Combination Pile Driver +1 3d10+2 (both strength bonuses apply) (tag-team move)

 

Brought to you By Grey Starr...