Pugilist: Difference between revisions

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|'''Pugilist Entry'''  
|'''Pugilist Entry'''  
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following benefits.


* '''Unarmed Combatant.''' Your unarmed attacks deal more damage now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural weapons. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.
'''Unarmed Combatant.''' Your unarmed attacks deal more damage now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural weapons. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12).
* '''Pugilist's Maneuvers.''' Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.
 
** '''Grab.''' When you hit with an unarmed attack, you may automatically Grapple the creature.
If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.
** '''Counterpunch.''' When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.
 
** '''Corner.''' When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.
'''Pugilist’s Maneuvers.''' Gain three Pugilist’s Maneuvers: Corner, Counterpunch, and Grab. You can use your Pugilist’s Maneuvers collectively a number times equal to your Pugilist level/Recoup. You can learn additional Pugilist Maneuvers from your other Pugilist talents.
 
* ''Corner:'' When an enemy moves more than 5 ft away from you, you may spend 1 Reactive AP to make an unarmed reactive attack, then move up to your speed towards that enemy.
 
* ''Counterpunch:'' When an enemy misses you with a melee attack, you can spend 1 Reactive AP to make an unarmed reactive attack.
 
* ''Grab:'' When you hit with an unarmed attack, you may automatically Grapple the creature.
|''Pugilist, Class Entry''
|''Pugilist, Class Entry''
|}
|}
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|'''Ignore Pain'''
|'''Ignore Pain'''
|Pugilist Entry
|Pugilist Entry
|(END/Rest) When you are not wearing armor and take physical damage, you can spend 1 Reactive AP to gain Shield HP equal to the damage you just took.
|Gain the Ignore Pain ability.
 
* '''Ignore Pain (END/Rest).''' When you are not wearing armor and take physical damage, you can spend 1 Reactive AP to gain Shield HP equal to the damage you just took.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Surge Of Strength'''
|'''Surge Of Strength'''
|Ignore Pain
|Ignore Pain
|Gain the Surge of Strength ability.
|The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.
 
* '''Surge of Strength.''' The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Red Right Hand'''
|'''Red Right Hand'''
|Surge of Strength
|Surge of Strength
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.
|Learn one Pugilist’s Maneuver of your choice.
 
When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6, max 1d12).
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
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|Red Right Hand
|Red Right Hand
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
If Bloodied when you Ignore Pain, add your END to the amount of Shield HP that you gain.
If Bloodied when you Ignore Pain, add your END to the amount of Shield HP that you gain.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
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|'''Surge Of Strength II'''
|'''Surge Of Strength II'''
|Ignore Pain II
|Ignore Pain II
|Surge of Strength becomes: The first time you are Bloodied after Recouping.
|Surge of Strength becomes: The first time you take damage while Bloodied after Recouping, regain 1d6+END HP.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
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|Enrage
|Enrage
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
When you Recoup, regain 1 use of Ignore Pain.
 
When you Recoup, regain one use of Ignore Pain.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Battle Focus'''
|'''Battle Focus'''
|Ignore Pain III
|Ignore Pain III
|Gain the Battle Focus ability.
|While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.
 
* '''Battle Focus.''' While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
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|Gain the On the Ropes ability.
|Gain the On the Ropes ability.


* '''On the Ropes.''' (1/ Rest) When reduced to 0 HP, regain 1d4 HP.  
* '''On the Ropes (1/Rest).''' When reduced to 0 HP, regain 1d4 HP.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Surge Of Strength III'''
|'''Surge Of Strength III'''
|On the Ropes
|On the Ropes
|Surge of Strength becomes: The first time you are Bloodied after rolling Initiative.
|Surge of Strength becomes: The first time you take damage while Bloodied after rolling Initiative, regain 1d6+END HP.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Death Defier'''
|'''Death Defier'''
|Surge of Strength III
|Surge of Strength III
|Gain the Cling to Life ability.
|When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you do not die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.
 
* '''Cling to Life.''' When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you do not die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
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|'''Enrage II'''
|'''Enrage II'''
|Constitute 11
|Constitute 11
|Triple your damage from Enrage while you have 0 HP.
|Triple your added damage from Enrage while you have 0 HP.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Red Right Hand II'''
|'''Red Right Hand II'''
|Enrage II
|Enrage II
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table.  
|Learn one Pugilist’s Maneuver of your choice.
When you are have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.
 
When you have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8, max 1d12).
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Mastery Of Form'''
|'''Mastery Of Form'''
|Red Right Hand II
|Red Right Hand II
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
|'''Battle Focus II'''
|'''Battle Focus II'''
|Mastery of Form
|Mastery of Form
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.
|Battle Focus becomes: While you are Bloodied, you gain Immune Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
|-
|-
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|You are cheered the world over as an unkillable warrior. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits.
|You are cheered the world over as an unkillable warrior. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits.
You may use the Unkillable Champion ability when you roll Initiative.
You may use the Unkillable Champion ability when you roll Initiative.
 
* '''Unkillable Champion (1/Week).''' For the duration of the battle, regain 1d4 HP at the start of each of your turns.
* '''Unkillable Champion.''' (1/Week) For the duration of the battle, regain 1d4 HP at the start of each of your turns.
* '''''Level 30:''''' Unkillable Champion becomes 1/Rest.
** '''Level 30:''' Unkillable Champion becomes 1/Rest.
|''Pugilist, Constitute, '''Capstone'''''
|''Pugilist, Constitute, '''Capstone'''''
|}
|}
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|Class Entry
|Class Entry
|Gain +1 ANT.
|Gain +1 ANT.
Gain the Impulse talent from the Armor specialization track unless you have one of its incompatibilities.
 
Gain the Impulse talent from the Armor track unless you have one of its incompatibilities.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Owl'''
|'''Stance Of The Owl'''
|Predict a Punch
|Predict a Punch
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance.  
|Gain the Martial Artist’s Stances ability.
 
* '''Martial Artist’s Stances.''' Through rigorous training, you know how to use specific fighting stances to turn the tide of battle. You may spend 3 AP to enter a Stance. You remain in this stance until you spend 3 AP to end it or to pick a new stance.
 
Gain Stance of the Owl.


* '''Stance of the Owl.''' You have TD on all attacks, and have +3 to ANT.
* '''''Stance of the Owl.''''' You suffer 1 TD on all attacks, and gain +3 ANT.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Squirrel'''
|'''Stance Of The Squirrel'''
|Predict a Punch
|Predict a Punch
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to pick a new stance.  
|Gain the Martial Artist’s Stances ability.
 
* '''Martial Artist’s Stances.''' Through rigorous training, you know how to use specific fighting stances to turn the tide of battle. You may spend 3 AP to enter a Stance. You remain in this stance until you spend 3 AP to end it or to pick a new stance.
 
Gain Stance of the Squirrel.


* '''Stance of the Squirrel.''' You have a climb speed equal to your walking speed, and count as one Size smaller for the purposes of Grappling and moving through creatures.
* '''''Stance of the Squirrel.''''' You have a climb speed equal to your walking speed, and count as one Size smaller for the purposes of Grappling and moving through creatures.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Bear'''
|'''Stance Of The Bear'''
|Predict a Punch
|Predict a Punch
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance.  
|Gain the Martial Artist’s Stances ability.
 
* '''Martial Artist’s Stances.''' Through rigorous training, you know how to use specific fighting stances to turn the tide of battle. You may spend 3 AP to enter a Stance. You remain in this stance until you spend 3 AP to end it or to pick a new stance.


* '''Stance of the Bear.''' You have -1 REF and +3 FORT.
Gain Stance of the Bear.
 
* '''''Stance of the Bear.''''' Gain +3 FORT, but suffer -1 REF.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Sense Danger'''
|'''Sense Danger'''
|Martial Arts 2
|Martial Arts I: Any
|Gain +4 Skill Points that you can spend on any skills with the observation Tag.  
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
 
You can never be Partially Surprised.
You can never be Partially Surprised.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Flip'''
|'''Flip'''
|Martial Arts 2
|Martial Arts I: Any
|Learn the Go for the Knees Pugilist Maneuver if you didn’t know it.
|Learn the Go for the Knees Pugilist Maneuver.
 
When you use Counterpunch, you may also use Go For the Knees as part of the same Pugilist’s Maneuver (costing no additional AP).
When you use Counterpunch, you may also use Go For the Knees as part of the same Pugilist’s Maneuver (costing no additional AP).
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Unarmored Defense'''
|'''Unarmored Defense'''
|Martial Arts 2
|Martial Arts I: Any
|Gain +1 REF and FORT.
|Gain +1 REF and FORT.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Bison'''
|'''Stance Of The Bison'''
|Martial Arts 3
|Martial Arts II: Any
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance.  
|Gain Stance of the Bison.


* '''Stance of the Bison.''' Gain Resist Physical 2, and you count as one Size larger for the purposes of Grappling and determining Encumbrance. Suffer Vulnerable Energy 1.
* '''''Stance of the Bison.''''' Gain Resist Physical +2, and you count as one additional Size larger for the purposes of Grappling and determining encumbrance. Suffer Vulnerable Energy 1.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Turtle'''
|'''Stance Of The Turtle'''
|Martial Arts 3
|Martial Arts II: Any
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance.  
|Gain Stance of the Turtle.


* '''Stance of the Turtle.''' You are Shaken, but have +2 to every defense.
* '''''Stance of the Turtle.''''' You are Shaken, but have +2 to all defenses.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Leopard'''
|'''Stance Of The Leopard'''
|Martial Arts 3
|Martial Arts II: Any
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance.  
|Gain Stance of the Leopard.


* '''Stance of the Leopard.''' Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.
* '''''Stance of the Leopard.''''' Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Armed Arts'''
|'''Armed Arts'''
|Predict a Punch
|Predict a Punch
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: dagger, kama, kunai, kusarigama, nunchucks, quarterstaff, shuriken, tonfa, and whip.
|The following weapons work with any Martial Arts talent that references “unarmed or natural weapon attacks”: dagger, kama, kunai, kusarigama, nunchucks, quarterstaff, shuriken, tonfa, and whip.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
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|-
|-
|'''Fluid Forms'''
|'''Fluid Forms'''
|Martial Arts 4
|Martial Arts III: Any or Kensei
|Switching into or out of a Stance now costs 2 AP.
|Switching into or out of a stance now costs 2 AP.
 
Gain the Fluid Forms ability.
Gain the Fluid Forms ability.
* '''Fluid Forms.''' (1/Recoup) You can switch your Stance for 0 AP.
 
* '''Fluid Forms (1/Recoup).''' You can switch your Stance for 0 AP.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Serpent'''
|'''Stance Of The Serpent'''
|Fluid Forms
|Fluid Forms
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  
|Gain the Stance of the Serpent.


* '''Stance of the Serpent.''' For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.
* '''''Stance of the Serpent.''''' For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Rabbit'''
|'''Stance Of The Rabbit'''
|Fluid Forms
|Fluid Forms
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  
|Gain the Stance of the Rabbit.


* '''Stance of the Rabbit.''' Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.
* '''''Stance of the Rabbit.''''' Your jump distance is doubled, you gain +1 ANT and +1 REF, and you suffer -1 WILL.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Wolf'''
|'''Stance Of The Wolf'''
|Fluid Forms
|Fluid Forms
|You may spend 2 AP to enter the Stance of the Wolf. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  
|Gain the Stance of the Wolf.


* '''Stance of the Wolf.''' You gain TA on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this TA as well. If there are no allies adjacent to a hostile creature, you have TD against it.
* '''''Stance of the Wolf.''''' You gain +1 TA on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this TA as well. If there are no allies adjacent to a hostile creature, you suffer 1 TD against it.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Know Your Enemy'''
|'''Know Your Enemy'''
|Fluid Forms, Martial Arts 6
|Martial Arts IV: Any
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use Know your Enemy.  
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use Know your Enemy.


* '''Know Your Enemy.''' For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.
* '''Know your Enemy.''' For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-

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