Wrestler
Wrestlers 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.
The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed.
Wrestlers have storied traditions in the Hold of Belkzen, where orcs use 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 the creature creates a stronger bond between mount and rider.
Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on grappling techniques to make sure they're 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. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers.
Additional Feats: 4th Combat Grab, Crushing Grab, Snagging Strike; 8th Whirling Throw; 20th Godbreaker
Wrestler Dedication Feat 2
Prerequisites 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.
Source: Pathfinder Player Core 2
Disengaging Twist Feat 4
Trigger 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.
Source: Pathfinder Player Core 2
Elbow Breaker Feat 4
Requirements 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.
Source: Pathfinder Player Core 2
Suplex Feat 4
Requirements 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.
Source: Pathfinder Player Core 2
Clinch Strike Feat 6
Trigger A creature you had Grabbed or Restrained successfully Escapes.
Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature.
Source: Pathfinder Player Core 2
Running Tackle Feat 8
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.
Source: Pathfinder Player Core 2
Strangle Feat 8
Requirements 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 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.
Source: Pathfinder Player Core 2
Submission Hold Feat 8
Requirements 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 Enfeebled 1 for 1 minute.
Success The target is enfeebled 1 until the end of its next turn.
Source: Pathfinder Player Core 2
Aerial Piledriver Feat 10
Requirements 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.
Source: Pathfinder Player Core 2
Spinebreaker Feat 10
Requirements 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 Clumsy 1 for 1 minute.
Success The target is clumsy 1 until the end of its next turn.
Source: Pathfinder Player Core 2
Inescapable Grasp Feat 12
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 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 or be forced to roll the Escape attempt normally, rather than automatically succeeding.
Source: Pathfinder Player Core 2
Form Lock Feat 14
Requirements You have a creature Grabbed or Restrained.
Your ability to manipulate your enemy's entire 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.
Source: Pathfinder Player Core 2
Wrestler Feats
| Name | Level | Rarity | Class | Traits |
|---|---|---|---|---|
| Wrestler Dedication | 2 | Common | - | |
| Disengaging Twist | 4 | Common | - | |
| Elbow Breaker | 4 | Common | - | |
| Suplex | 4 | Common | - | |
| Clinch Strike | 6 | Common | - | |
| Running Tackle | 8 | Common | - | |
| Strangle | 8 | Common | - | |
| Submission Hold | 8 | Common | - | |
| Aerial Piledriver | 10 | Common | - | |
| Spinebreaker | 10 | Common | - | |
| Inescapable Grasp | 12 | Common | - | |
| Form Lock | 14 | Common | Monk |