There exist rumours, of a rare and strange creature, who fights with unorthodox style and skill. The only thing known is his catchphrase… WAH!

WAHrrior is a Pop Culture Archetype of Mystic Knight, inspired by Waluigi of the Mario Sports games

Sports Attunement (Su)

Rather than using elements or actual weapons, the WAHrrior has a magical hat, purple in design with an upside down L upon it. This hat contains a variety of weapons within it, with their weapon profiles listed below:

Table: Sports Weapons

Name DMG (S) DMG (M) Critical Range Weight Damage Type Special
Basketball (Thrown, Two-Handed) 1d6 1d8 x3 20 feet 1 lb PhysEarth Returning, Trip
Tennis Racket (One Handed) 1d6 1d8 19-20/x2 Melee 2 lbs PhysWind Disarm, Deadly
Golf Club (Two Handed) 1d8 1d10 x2 Melee 3 lbs PhysLightning Trip, Sunder
Ping-Pong Racket (Light) 1d3 1d4 19-20/x2 10 feet (thrown) 1 lb PhysWater Disarm, Deadly
Pole-Vault (Two-Handed) 1d8 1d10 x3 Melee 3 lbs PhysIce Brace, Sunder
Football (One-Handed, Thrown) 1d4 1d6 19-20/x2 30 feet 1 lb PhysFire Trip, Disarm, Returning
Shuttlecock (Thrown, Light) 1d2 1d3 19-20/x2 20 feet 1 lb PhysHoly Returning, Trip
Dodgeball (One-Handed, Thrown) 1d4 1d6 x4 15 feet 1 lb PhysShadow Sunder, Returning
Darts (Thrown, Light) 1d2 1d3 18-20/x2 10 feet 1 lb PhysPoison Returning, Disarm

Swapping weapons from within the hat is a swift action, and the WAHrrior may have two weapons from the hat at any one time. The Hat itself can be enchanted as a weapon, applying it’s enchantment to all weapons taken from the Hat, and they are also proficient in them. The Hat can have two sets of non-numerical enchantments, one for thrown ranged weapons, and one for melee weapons.

Sports Attunement replaces Elemental Attunement. Any class feature not modified by WAHrrior that requires a specific element, uses the relevant weapons.

Athletic Focus

The WAHrrior must select Charisma as their mental focus.

This alters Mental Focus.

WAHcry (Ex)

At 3rd level, the WAHrrior lets out his mighty catchphrase, putting foes on edge and bolstering allies. All allies within 30 feet gain a morale bonus equal to the WAHrrior’s Charisma modifier, to their next attack roll within 1 minute, and all foes must make a will save (DC 10 + ½ mystic knight level + Charisma modifier) or have the same number applied as a morale penalty. WAHcry costs a move action and 2 MP to use

WAHcry replaces Sentinel

Improved WAHcry (Ex)

At 8th level, the Wahcry’s bonus/penalty increases by ¼ of the WAHrrior’s mystic knight levels, and has a range of 60 feet.

Improved Wahcry replaces Improved Sentinel

Sports Mastery (Ex)

At 11th level, the damage dice of all sports weapons increases by one step

This replaces Elemental Dualism

Greater Wahcry (Ex)

At 13th level, the range on Wahcry increases to 90 feet, the bonus and penalty apply to damage rolls, and the cost is reduced to 1 MP

This replaces Greater Sentinel

Supreme Wahcry (Ex)

At 18th level, the Wahcry applies half it’s penalty on a successful save, and deals 1d6 per 4 levels of WAHrrior non-elemental damage to all foes, halved on a successful save

This replaces Supreme Sentinel