Pugilist: Difference between revisions

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|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.  
|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.  


* <u>Stance of the Bear</u> You have -1 REF and +3 FORT.
* <u>Stance of the Bear</u>: You have -1 REF and +3 FORT.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|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.  
|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.  


* <u>Stance of the Bison</u> Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.
* <u>Stance of the Bison</u>: Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|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.  
|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.  


* <u>Stance of the Turtle</u> You are Shaken, but have +2 to every defense.
* <u>Stance of the Turtle</u>: You are Shaken, but have +2 to every defense.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|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.  
|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.  


* <u>Stance of the Leopard</u> 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.
* <u>Stance of the Leopard</u>: 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''
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|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.
|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.


* <u>Fluid Forms</u> (1/Recoup) You can switch between Stances for 0 AP.  
* <u>Fluid Forms</u>: (1/Recoup) You can switch between Stances for 0 AP.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|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.  
|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.  


* <u>Stance of the Serpent</u> For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.
* <u>Stance of the Serpent</u>: 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''
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|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.  
|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.  


* <u>Stance of the Rabbit</u> Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.
* <u>Stance of the Rabbit</u>: Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|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.  
|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.  


* <u>Stance of the Wolf</u> 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
* <u>Stance of the Wolf</u>: You gain [[Tactical Advantages|TA]] on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this [[Tactical Advantages|TA]] as well. If there are no allies
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability.  
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability.  


* <u>Know Your Enemy</u> For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.
* <u>Know Your Enemy</u>: 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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|Gain the Weak Spot ability.
|Gain the Weak Spot ability.


* <u>Weak Spot</u> (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT.  
* <u>Weak Spot</u>: (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. You regain all expended uses when you Recoup.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|Gain the Quiet Mind ability.
|Gain the Quiet Mind ability.


* <u>Quiet Mind</u> (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself.  
* <u>Quiet Mind</u>: (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|Gain the Disrupt Ki ability.
|Gain the Disrupt Ki ability.


* <u>Disrupt Ki</u> (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn.  
* <u>Disrupt Ki</u>: (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  


* <u>Stance of Raging Fire</u> For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.
* <u>Stance of Raging Fire</u>: For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  


* <u>Stance of Flowing Water</u> For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.
* <u>Stance of Flowing Water</u>: For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance.  


* <u>Stance of the Stout Oak</u> For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.
* <u>Stance of the Stout Oak</u>: For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|'''Mind Over Matter'''
|'''Mind Over Matter'''
|Fluid Forms II, Martial Artist 11
|Fluid Forms II, Martial Artist 11
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA.  
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. You regain all expended uses when you Recoup.  
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|'''Predict A Punch II'''
|'''Predict A Punch II'''
|Fluid Forms II, Martial Artist 12
|Fluid Forms II, Martial Artist 12
|Gain +1 ANT. Gain the Impulse III talent from the
|Gain +1 ANT. Gain the Impulse III talent from the armor specialization stack if you meet its prerequisites.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn.  
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn.  


* <u>Myriad Stances</u> (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it.  
* <u>Myriad Stances</u>: (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it.  
** <u>Level 30</u> Myriad Stances becomes 1/Recoup.
** <u>Level 30</u>: Myriad Stances becomes 1/Recoup.
|''Pugilist, Martial Arts, Capstone''
|''Pugilist, Martial Arts, '''Capstone'''''
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==== Pummeling Track ====
=== Pummeling Track ===
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
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|}
|}


==== Wrestling Track ====
=== Wrestling Track ===
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
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|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|}
|}
===Pugilist Maneuvers===


==== Pugilist Maneuvers ====
{| class="wikitable"
{| class="wikitable"
!Maneuver
!Maneuver

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