There is a Legacy version
here.
WrestlerSource Player Core 2 pg. 222Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life. Though it appears brutal, wrestling is considered a respectable and innocuous art.
The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The disciplinefs focus on grappling is also useful in non.gladiatorial matches, as many foes are unable to contend with an opponentfs hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the gestures for their spells while grabbed. However, with the right technique, a seasoned wrestler can hold down just about any foe standing in their way. Such wrestlers are feared by their foes and respected by their allies.
Wrestlers have storied traditions in the Hold of Belkzen, where orcs employ specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing them in this manner creates a stronger bond between mount and rider.
Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on powerful grappling techniques to make sure theyfre never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods and their past battles. These matches prominently feature impressive acrobatic feats as well as highly technical grappling maneuvers.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication Source Player Core 2 pg. 222Archetype WrestlerPrerequisites trained in
Athletics
Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in
Athletics and gain the
Titan Wrestler skill feat. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent’s attempts to
Grapple you or Swallow you Whole.
Fighter Press Source Player Core pg. 141 2.0Archetypes Wrestler,
Wrestler,
ZombieRequirements You have one hand free, and your target is within reach of that hand
* This version of the Combat Grab feat is intended for use with an Archetype and has a different level for access than the
original feat.
Using your prior attack to shift your opponent’s guard, you take another swing and grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
Monk Source Player Core 2 pg. 119Archetypes Wrestler,
Wrestler,
Zombie* This version of the Crushing Grab feat is intended for use with an Archetype and has a different level for access than the
original feat.
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully
Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Archetype Source Player Core 2 pg. 222Archetype WrestlerPrerequisites Wrestler DedicationTrigger A creature gives you the
grabbed or
restrained condition.
Your ability to twist your opponents’ bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an
Athletics check to
Escape the triggering condition. You gain a +2 circumstance bonus to this check.
Archetype Source Player Core 2 pg. 222Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a creature
grabbed or
restrained.
You bend your opponent’s body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.Critical Success You knock one held item out of the creature’s grasp. It falls to the ground in the creature’s space. Success You weaken your target’s grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Success You knock one held item out of the creature's grasp. It falls to the ground in the creature's space.
Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by
Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Fighter Source Player Core pg. 141 2.0Archetypes Wrestler,
WrestlerRequirements You have one hand free, and your target is within reach of that hand
* This version of the Snagging Strike feat is intended for use with an Archetype and has a different level for access than the
original feat.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Suplex [one-action] Feat 4
Archetype Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a creature
grabbed or
restrained.
Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have
grabbed or
restrained. On a success, the target lands
prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.
Archetype Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler DedicationTrigger A creature you had
grabbed or
restrained successfully
Escapes.
Your opponents can’t slip your grasp without punishment. Make an unarmed melee Strike against the triggering creature.
Archetype Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler Dedication
You charge, throwing your body at your foe in a vicious tackle.
Stride twice or make a
High Jump or
Long Jump, then attempt to
Grapple or
Shove. If you made a High Jump or Long Jump, you can make the Grapple or Shove at any point in the jump, but you can’t travel any farther on the jump after you do.
Strangle [one-action] Feat 8
Archetype Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a creature
grabbed or
restrained.
You squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have
grabbed or
restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice, and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can’t vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech. For an action requiring speech that is also a manipulate action, like Casting a Spell with the
concentrate and
manipulate trait, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.
Archetype Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a creature
grabbed or
restrained.
Your iron grip saps your opponent’s strength. Attempt an
Athletics check to
Grapple the creature you have grabbed or restrained, with the following additional effects if you succeed.
Critical Success The target is
enfeebled 2 until the end of its next turn and then is enfeebled 1 for 1 minute.
Success The target is
enfeebled 2 until the end of its next turn and then is enfeebled 1 for 1 minute.
Attack Monk Source Player Core 2 pg. 123Archetypes Wrestler,
WrestlerRequirements You have a creature
grabbed or
restrained.
* This version of the Whirling Throw feat is intended for use with an Archetype and has a different level for access than the
original feat.
You propel your enemy away. Attempt an
Athletics check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.
Critical Success You
throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls
prone.
Success As critical success, but the creature doesn't fall prone.
Failure You don't throw the creature.
Critical Failure You don't throw the creature, and it's no longer grabbed or restrained by you.
Archetype Attack Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a creature
grabbed or
restrained.
Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have
grabbed or
restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. Success The target lands
prone. Failure You lose your grip on the target, and it is no longer grabbed or restrained by you. Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
Critical Success The target lands
prone.
Success You lose your grip on the target, and it is no longer grabbed or restrained by you.
Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
Archetype Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a creature
grabbed or
restrained.
You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. Attempt an
Athletics check to
Grapple a creature you have
grabbed or
restrained, with the following additional effects if you succeed. Critical Success The target is
clumsy 2 until the end of its next turn and then is clumsy 1 for 1 minute. Success The target is clumsy 1 until the end of its next turn.
Critical Success The target is
clumsy 2 until the end of its next turn and then is clumsy 1 for 1 minute.
Success The target is clumsy 1 until the end of its next turn.
Archetype Source Player Core 2 pg. 223Archetype WrestlerPrerequisites Wrestler Dedication
Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. If a creature you have
grabbed attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have grabbed attempts to
Escape while under the effect of unfettered movement or a similar effect, it must succeed at a DC 15 flat check or be forced to roll the Escape attempt normally, rather than automatically succeeding.
Form Lock [one-action] Feat 14
Attack Monk Source Player Core 2 pg. 125Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a foe
grabbed or
restrained.
Your ability to control your own qi empowers you to pressure other creatures into resuming their true forms. Attempt an
Athletics check to
counteract a
polymorph effect currently affecting your target. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day
Legacy Content
Archetype Attack Source Grand Bazaar pg. 127Archetype WrestlerPrerequisites Wrestler DedicationRequirements You have a creature
grabbed or
restrained.
Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an
Athletics check to
counteract a
polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.
Godbreaker [three-actions] Feat 20
Monk Source Player Core 2 pg. 127Archetype WrestlerPrerequisites Crushing Grab;
Whirling ThrowRequirements You have a creature
grabbed or
restrained.
You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes. You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking
falling damage as normal for the total height of your jump.
If all three Strikes are successful, you immediately grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.