Pugilist: Difference between revisions

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|'''Predict A Punch'''
|'''Predict A Punch'''
|Class Entry
|Class Entry
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.
|Gain +1 ANT.
Gain the Impulse talent from the Armor Specialization stack unless you have one of its incompatibilities.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|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.  
|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.  


* <u>Stance of the Owl</u>: You have [[Tactical Advantages|TD]] on all attacks, and have +3 to ANT.
* '''Stance of the Owl.''' You have TD on all attacks, and have +3 to ANT.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|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.  
|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.  


* <u>Stance of the Squirrel</u>: 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''
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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.
* '''Stance of the Bear.''' You have -1 REF and +3 FORT.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|'''[[Sense Danger]]'''
|'''Sense Danger'''
|Martial Arts 2
|Martial Arts 2
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.
|Gain +4 Skill Points that you can spend on any skills with the observation Tag.  
You can never be Partially Surprised.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
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|'''Flip'''
|'''Flip'''
|Martial Arts 2
|Martial Arts 2
|Learn the Go for the Knees Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Go for the Knees as part of the same Pugilist’s Maneuver (costing no additional AP).
|Learn the Go for the Knees Pugilist Maneuver if you didn’t know it.
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''
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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.
* '''Stance of the Bison.''' Gain Resist Physical 2, and you count as one Size larger for the purposes of Grappling and determining Encumberance. Suffer Vulnerable Energy 1.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|'''Stance Of The [[Turtle]]'''
|'''Stance Of The Turtle'''
|Martial Arts 3
|Martial Arts 3
|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.
* '''Stance of the Turtle.''' 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.
* '''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''
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|'''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, Wakizashi, and Whip.
|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.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|'''Kensei'''
|'''Kensei'''
|Armed Arts II
|Armed Arts II
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.
|Pick any two weapons with the melee or reach tag to add to your Armed Arts weapons list.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
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|'''Fluid Forms'''
|'''Fluid Forms'''
|Martial Arts 4
|Martial Arts 4
|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 Fluid Forms.
* <u>Fluid Forms</u>: (1/Recoup) You can switch between Stances for 0 AP.
* '''Fluid Forms.''' (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.
* '''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''
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