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Revision as of 00:20, 23 November 2023
You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear. Your skill in unarmed combat is unquestioned, and your style very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist stacks.
Pugilist Stacks
Constitute Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.
Pummeling You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.
Wrestling A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.
Martial Arts By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.
Pugilist Talents
Pugilist Entry
| Feature | PreReq | Description |
|---|---|---|
| Class Entry, Pugilist | Character Level 2 | When you take this entry talent, you gain the following abilities. |
| 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. | |
| 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.
|
Constitute Track
| Feature | PreReq | Description | Tags |
|---|---|---|---|
| Ignore Pain | Pugilist Entry | 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. (END/Rest) | Pugilist, Constitute |
| Surge Of Strength | Ignore Pain | Gain the Surge of Strength ability.
|
Pugilist, Constitute |
| Red Right Hand | Surge of Strength | Learn 1 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), to a maximum of 1d12. | Pugilist, Constitute |
| Ignore Pain II | Red Right Hand | Gain +4 Skill Points, which you can spend on skills with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the
amount of Shield HP that you gain. |
Pugilist, Constitute |
| Surge Of Strength II | Ignore Pain II | Surge of Strength becomes: The first time you are Bloodied after Recouping. | Pugilist, Constitute |
| Enrage | Surge of Strength II | While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have. | Pugilist, Constitute |
| Ignore Pain II | Enrage | Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain. | Pugilist, Constitute |
| Battle Focus | Ignore Pain III | Gain the Battle Focus ability.
|
Pugilist, Constitute |
| On The Ropes | Battle Focus | Gain the On the Ropes ability.
|
Pugilist, Constitute |
| Surge Of Strength II | On the Ropes | Surge of Strength becomes: The first time you are Bloodied after rolling Initiative. | Pugilist, Constitute |
| Death Defier | Surge of Strength III | Gain the Cling to Life ability.
|
Pugilist, Constitute |
| Constitute | Surge of Strength III | Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP. | Pugilist, Constitute |
| Enrage II | Constitute 11 | Triple your damage from Enrage while you have 0 HP. | Pugilist, Constitute |
| Red Right Hand II | Enrage II | Learn 1 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. | Pugilist, Constitute |
| Mastery Of Form | Red Right Hand II | Learn two Pugilist’s Maneuvers of your choice. | Pugilist, Constitute |
| Battle Focus II | 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. | Pugilist, Constitute |
| Unkillable Champion | Battle Focus II | 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.
|
Pugilist, Constitute, Capstone |
Martial Arts Track
| Feature | PreReq | Discreption | Tags |
|---|---|---|---|
| Predict A Punch | Class Entry | Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities. | Pugilist, Martial Arts |
| Stance Of The Owl | 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.
|
Pugilist, Martial Arts |
| Stance Of The Squirrel | 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.
|
Pugilist, Martial Arts |
| Stance Of The Bear | 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.
|
Pugilist, Martial Arts |
| Sense Danger | Martial Arts 2 | Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised. | Pugilist, Martial Arts |
| Flip | Martial Arts 2 | Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP). | Pugilist, Martial Arts |
| Unarmored Defense | Martial Arts 2 | Gain +1 REF and FORT. | Pugilist, Martial Arts |
| Stance Of The Bison | Martial Arts 3 | 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.
|
Pugilist, Martial Arts |
| Stance Of The Turtle | 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.
|
Pugilist, Martial Arts |
| Stance Of The Leopard | Martial Arts 3 | 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.
|
Pugilist, Martial Arts |
| Armed Arts | 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. | Pugilist, Martial Arts |
| Armed Arts II | Armed Arts | Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well. | Pugilist, Martial Arts |
| Kensei | Armed Arts II | Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list. | Pugilist, Martial Arts |
| Fluid Forms | Martial Arts 4 | Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.
|
Pugilist, Martial Arts |
| Stance Of The Serpent | 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.
|
Pugilist, Martial Arts |
| Stance Of The Rabbit | 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.
|
Pugilist, Martial Arts |
| Stance Of The Wolf | 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.
|
Pugilist, Martial Arts |
| Know Your Enemy | Fluid Forms, Martial Arts 6 | 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.
|
Pugilist, Martial Arts |
| Weak Spot | Fluid Forms, Martial Arts 6 | Gain the Weak Spot ability.
|
Pugilist, Martial Arts |
| Predict A Punch II | Fluid Forms, Martial Arts 6 | Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites. | Pugilist, Martial Arts |
| QUIET MIND | Fluid Forms, Martial Arts 7 | Gain the Quiet Mind ability.
|
Pugilist, Martial Arts |
| DISRUPT KI | Fluid Forms, Martial Arts 7 | Gain the Disrupt Ki ability.
|
Pugilist, Martial Arts |
| Reactive Stance | Fluid Forms, Martial Arts 7 | When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP. | Pugilist, Martial Arts |
| Stance Of Raging Fire | Fluid Forms, Martial Arts 8 | 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.
|
Pugilist, Martial Arts |
| Stance Of Flowing Water | Fluid Forms, Martial Arts 8 | 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.
|
Pugilist, Martial Arts |
| Stance Of The Stout Oak | Fluid Forms, Martial Arts 8 | 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.
|
Pugilist, Martial Arts |
| Fluid Forms II | Fluid Forms, Martial Arts 9 | Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup. | Pugilist, Martial Arts |
| Serenity | Fluid Forms II | Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL. | Pugilist, Martial Arts |
| Martial Artist | Fluid Forms II | Basic maneuvers that cost 2 AP now cost 1 AP for you. | Pugilist, Martial Arts |
| Reactive Stance II | Fluid Forms II, Reactive Stance | You gain 2 reactive AP with Reactive Stance. | Pugilist, Martial Arts |
| Mind Over Matter | 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. | Pugilist, Martial Arts |
| Pressure Point | Fluid Forms II, Martial Artist 11 | Your unarmed and natural weapon crit range increases by 1. | Pugilist, Martial Arts |
| Dance Of Battle | Fluid Forms II, Martial Artist 11 | (1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). | Pugilist, Martial Arts |
| Know Your Enemy II | Fluid Forms II, Martial Artist 12 | Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks. | Pugilist, Martial Arts |
| Unfettered Speed | Fluid Forms II, Martial Artist 12 | Your base speed increases by 10 ft. | Pugilist, Martial Arts |
| Predict A Punch II | Fluid Forms II, Martial Artist 12 | Gain +1 ANT. Gain the Impulse III talent from the | Pugilist, Martial Arts |
| Monkey Climbing The Tree | Fluid Forms II, Martial Artist 13 | When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface. | Pugilist, Martial Arts |
| Pressure Point II | Fluid Forms II, Martial Artist 13 | Your unarmed and natural weapon crit range increases by 1. | Pugilist, Martial Arts |
| Reactive Stance II | Fluid Forms II, Martial Artist 13 | You gain 3 reactive AP with Reactive Stance. | Pugilist, Martial Arts |
| Meijin | Martial Artist 14 | 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.
|
Pugilist, Martial Arts, Capstone |
Pummeling Track
| Feature | PreReq | Discreption | Tags |
|---|---|---|---|
| Take A Punch | Pugilist Entry | Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities. | Pugilist, Pummeling |
| Greater Counterpunch | Take a Punch | When you use Counterpunch, you gain TA and deal +2 damage on a hit. | Pugilist, Pummeling |
| Boxer's Maneuvers | Greater Counterpunch | Learn two Pugilist’s Maneuvers of your choice. | Pugilist, Pummeling |
| Greater Corner | Boxer’s Maneuvers | When you use Corner, gain TA. If you hit, the enemy is Slowed until the end of their turn. | Pugilist, Pummeling |
| Mighty Punch | Greater Corner | Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.
|
Pugilist, Pummeling |
| Take A Punch II | Mighty Punch | Gain the Tough II talent from the armor specialization stack if you meet its prerequisites. | Pugilist, Pummeling |
| Hulking | Take a Punch II | Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12. | Pugilist, Pummeling |
| Boxer's Maneuvers | Hulking | Learn two Pugilist’s Maneuvers of your choice. | Pugilist, Pummeling |
| Superior Corner | Boxer’s Maneuver II | When you use Greater Corner, gain an additional TA, and if you hit they fall prone. | Pugilist, Pummeling |
| Superior Counterpunch | Superior Corner | When you use Counterpunch, gain an additional TA. If you hit, the target falls Prone. | Pugilist, Pummeling |
| Greater Uppercut | Superior Counterpunch | Learn Uppercut if you did not know it. Your crit range on Uppercut increases by 2. | Pugilist, Pummeling |
| Superior Uppercut | Greater Uppercut | You always have TA on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed. | Pugilist, Pummeling |
| Greater Gut Punch | Superior Uppercut | Learn Gut Punch if you did not know it. It only costs you 3 AP. | Pugilist, Pummeling |
| Superior Gut Punch | Greater Gut Punch | You always have TA on Gut Punch, and you knock a creature Prone if you hit. | Pugilist, Pummeling |
| Mighty Punch II | Superior Gut Punch | Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the
maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup) |
Pugilist, Pummeling |
| Take A Punch III | Mighty Punch II | Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites. | Pugilist, Pummeling |
| Heavy Weight Champion | Take a Punch III | You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just
to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12. Level 30: The final cap for your STR increases from 12 to 14. |
Pugilist, Pummeling, Capstone |
Wrestling Track
| Feature | PreReq | Discreption | Tags |
|---|---|---|---|
| Dodge A Punch | Pugilist Entry | Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities. | Pugilist, Wrestling |
| Wrestler's Maneuvers | Dodge a Punch | Learn two Pugilist’s Maneuvers of your choice. | Pugilist, Wrestling |
| Reverse Grapple | Wrestler’s Maneuvers | When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature. | Pugilist, Wrestling |
| Size Up | Reverse Grapple | After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT. | Pugilist, Wrestling |
| Size Up II | Size Up | Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits. | Pugilist, Wrestling |
| Brawl | Reverse Grapple | When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12. | Pugilist, Wrestling |
| Brawl II | Brawl | When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks. | Pugilist, Wrestling |
| Dodge A Punch II | Wrestling 5 | Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the | Pugilist, Wrestling |
| Wrestler's Maneuvers II | Dodge a Punch II | Learn two Pugilist’s Maneuvers of your choice. | Pugilist, Wrestling |
| Headlock Choke | Wrestler’s Maneuvers II | Learn Headlock if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check. | Pugilist, Wrestling |
| Pure Physique | Headlock Choke | Gain +1 REF and +1 FORT. | Pugilist, Wrestling |
| Pure Physique II | Pure Physique | Gain +1 REF and +1 FORT. | Pugilist, Wrestling |
| Improvised Weapons | Headlock Choke | You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use. | Pugilist, Wrestling |
| Pure Technique | Improvised Weapons | Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12. | Pugilist, Wrestling |
| Wrestler's Maneuvers III | Wrestling 10 | Learn two Pugilist’s Maneuvers of your choice. | Pugilist, Wrestling |
| Headlock Choke II | Wrestler’s Maneuvers III | Gain the Submission Hold ability.
|
Pugilist, Wrestling |
| Dodge A Punch III | Headlock Choke II | Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites. | Pugilist, Wrestling |
| Headlock Choke III | Dodge a Punch III | Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they gain 1 Fatigue. | Pugilist, Wrestling |
| Wrestler's Maneuvers IV | Headlock Choke III | Learn two Pugilist’s Maneuvers of your choice. | Pugilist, Wrestling |
| Signature Move | Wrestler’s Maneuvers IV | You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.
|
Pugilist, Wrestling |
Pugilist Maneuvers
| Maneuver | Abitlity |
|---|---|
| Dodger | Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP. |
| Forced Release | You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack. |
| Go For the Knees | Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone. |
| Gut Punch | Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn. |
| Headlock | Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple. |
| Jab | You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1). |
| Mind Games | Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus. |
| Psych Out | Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted. |
| Roll | When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks. |
| Shove | Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice. |
| Supplex | Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn. |
| Trade Blows | When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with TA. |
| Uppercut | Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone. |