DnD 3.5 pathfinder mini game

Version 0.3 (beta)

By Royce the Arctic Fox Reddit: Royce_Fox furaffinity: Roycefox Twitter: @Frostvulpine Premise:

A mighty orc, slams his foot on the ground. He squats and looks at the gnoll dead in the eye. He can hear both Gnolls, orcs and some human adventurers cheering and placing bets.

Both the gnoll and the orc are hardy and strong, with a pudge on each of their guts. But one of two is stronger than the other. And its only decided when either the orc or the gnoll is tossed from the ring.

This mini game is all about grappling opponents and tossing them off the ring with all their might. The rules like in real world sumo wrestling goes as follows. Its recommended for characters that are large, have high strength, and high manuver (bonus and/or defense).

This game pits mighty and hardy characters in a one on one wrestling match. NOTE: THIS HOMEBREWED MINI GAME IS

EXPERIMENTAL AND STILL IN BETA. IF THERE

ARE SOME IDEAS OR FEEDBACKS YOU WANT TO

POINT OUT, PLEASE ANNOTATE WHICH SECTION OR PLACE IT IN THE COMMENT SECTION OF

WHERE EVER I POST IT. ALSO IF I MADE SOME

MISTAKE WIHT MY ORGANIZING, PLEASE POINT

OUT. I AM NOT THE BEST AT KEEPING THINGS

ORGANIZED.

The rules:

This is all about grappling, pushing and tossing your foes. No pushing, no biting, or anything that would wound your foe. No slight of hand or underhanded tactics either. No magic or rage power either. As for clothes, no armor. Maybe a mawashi, loincloth, or any light clothes.

Game play:

note: new rules and updated rules are always going to be highlighted and bolden

• The rules start off as follows. Both players start off in the middle of the ring with both

players being five feet from each other. A Gyōji (a referee for sumo) or a referee would

oversee the match and announce the winner at the end. A referee may not entirely be

necessary, but it is recommended to prevente cheating in competative tournies.

• As players get into position, they both must roll initiative. Highest number goes first.

• Upon player's turn, they have one action to spend on either a grappling or a push. The

rules of grappling from the pathfinder Core rulebook applies. ◦ GRAPPLE: When grappling, you must beat your opponent's Combat manuver

defense (CMD) by rolling a d20 + Combat manuver base (CMB).

▪ Success = Grappling your opponent.

▪ Failure = an obvious miss or deflect.

◦ Push: you have to roll a strength vs strength against the opponent. Both players roll

d20 + str mod. Highest roll succeeds

▪ Success = pushing your opponent back one square

▪ failure = your character gets pushed back one square.

▪ 0.3 New rule: if a combatant makes a critical success on their str roll, they

automatically succed and push their opponent 2 squares back. This applies to the

receiver of the push action, should he or she lands a critical success on their

strength roll.

• After the player chooses and makes his or her roll, the turn is ended and moves on to the

next player.

• WHEN GRAPPLED: The same rules on free from a grapple applies, but with

a twist. When its the player's turn, his grappled character must make a roll to beat the

grappler's CMD.

◦ Success = the character breaks free from the grapple and he/she is given a free action

to make either a push or a grapple.

▪ 0.3 NEW RULE: When the grappled opponent makes a critical cmb success, she

gets an automatic grapple and a free action to push or quarter circle swing. STR

vs STR roll still applies to the push or swing action.

◦ Failure = wasted action and the turn ends. • WHEN GRAPPLING A FOE: you can make a push against your grappled foe by

making a strength vs strength roll. Both players roll a d20 + str mod. Highest roll wins.

◦ If the grappler succeeds the roll: the grappler can shove his or her opponent back

one square or swing him around quarter circle clockwise or counter clock wise.

◦ If the grappled succeeds the roll: the grappled holds his ground and the turn ends.

• 0.3 NEW RULE: Exhaustion. After 5 rounds in game, both players must make a

fortitude roll of DC 15 to avoid exhaustion. When a player fails the roll, they suffer a -5

to str rolls for the duration of the game. Every round after the 5th round, every failed

fortitude roll grants one level of exhaustion.

◦ Lvl 1 exhaustion: -5 to str rolls.

◦ Lvl 2 exhuastion: -5 cmb rolls.

◦ Lvl 3: the next failed push, be it grappled or ungrappled push, will result in the

character falling prone, ending the match.

• In the rules, it states that the only way to win is to toss your opponent off the ring. So in

order to win, your character must force his foe on the square outside of the ring or

prone.

◦ 0.3 new rule: new victory condition. When a player forces another player prone, the

player wins.

• The foe can make a reflex save to stay in when he is on the edge when he fails his str vs

str . The map:

Traditionally, sumo rings are about 15 foot in diameter. However, it would be too small considering that standard squares on a map grid is about 5 ft each. At best.....

The minimum diameter should be at least 30 ft or 6 squares in diameter. It can be larger if you want, but it will take it longer.

As for characters that will take up more than one square, it may be preferable to increase the diameter of the ring to accomidate their size, as a 30ft diameter would put the bigger character at a disadvantage. But do be careful when you do tamper with sizes.

The sumo ring should have a dirt ground with a rope (or whatever you use to form a ring) to form the ring. As a note. It should have a dot in the middle while being sandwiched between two rings that divide the halves of the ring.say

MISC:

Lets get some things out of the way.

• Traditionally, Sumo wrestling is a male oriented sport. But considering that the likes of D&D 3.5 and Pathfinder are fluent like all ttrpgs, no one is stopping anyone from having a female character participate.

• The sport is also recommended for characters that are bulky, medium sized characters such as orcs, humans, gnolls, minotaurs, bearfolk, ect. Smaller races such as rat folk, halflings, gnomes, and goblins would be at a severe disadvantage unless they have high

CMD and Strength. Same goes with less constitutionally oriented races such as elves.

• As said about clothing, mawashies (the thing that sumo wrestlers traditionally wear durng matches and training) arent enirely necessary. Basic, loose clothing or just wearing shorts can substitute (and would be easier on the eyes on pcs and NPCs). Just no armor or magical clothing.

• The participants in the sumo wrestling mini game does not have to be fat. They can be bulky.

• Lastly and the biggest problem there would be: Considering that Sumo wrestling is a japanese sport, it would be a lot easier to insert sumo wrestling in an eastern fantasy setting.

However, Putting sumo wrestling in a anywhere other than an eastern fantasy region, like lets say Skyrim, may come with some conflict with your world building if you have a specific theme set up. However, you as the Game Master are not hogged down to whats already established in this homebrew or the rules. You can change the name and lore of sumo wrestling to your liking if you wish to add in sumo wrestling into your game. For example, a gnoll tribe holds a wrestling contest where the strongest and bulkiest warriors test their mettle against one another in a wrestling match called “rumble” which is sumo wrestling in all but name. Not the best idea, but its an idea. PATCH NOTES:

◦ 0.3 new rule: new victory condition. When a player forces another player prone, the

player wins.

◦ Added exhaustion rules.

◦ Added critical successes effects for grapple and push rules. All critical success rolls for

pushes result in the looser of the roll to go back 2 squares (or 10 ft)