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''
|}
|}


=== Constitute Track ===
=== Constitute Track ===
[[File:Constitute Track.png|thumb|518x518px|Constitute Track Progression]]
[[File:ConstituteTrack.png|center|frameless|508x508px|Constitute Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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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
|Enrage 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'''''
|}
|}


=== Martial Arts Track ===
=== Martial Arts Track ===
[[File:Martial Arts Track.png|thumb|358x358px|Martial Arts Track Progression]]
[[File:MartialArtsTrack.png|center|frameless|535x535px|Martial Arts Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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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'''
|'''Martial Arts I: 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'''
|'''Martial Arts I:''' '''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.


* '''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.
* '''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.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Bear'''
|'''Martial Arts I:''' '''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.
 
Gain Stance of the Bear.


* '''Stance of the Bear.''' You have -1 REF and +3 FORT.
* '''''Stance of the Bear.''''' Gain +3 FORT, but suffer -1 REF.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Sense Danger'''
|'''Martial Arts II:''' '''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'''
|'''Martial Arts II:''' '''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'''
|'''Martial Arts II:''' '''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'''
|'''Martial Arts III:''' '''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'''
|'''Martial Arts III:''' '''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'''
|'''Martial Arts III:''' '''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'''
|'''Martial Arts IV:''' '''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'''
|'''Martial Arts IV:''' '''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'''
|'''Martial Arts IV:''' '''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'''
|'''Martial Arts V:''' '''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''
|-
|-
|'''Weak Spot'''
|'''Martial Arts V:''' '''Weak Spot'''
|Fluid Forms, Martial Arts 6
|Martial Arts IV: Any
|Gain the Weak Spot ability.
|Gain the Weak Spot ability.


* '''Weak Spot.''' (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.  
* '''Weak Spot (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.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Predict A Punch II'''
|'''Martial Arts V:''' '''Predict A Punch II'''
|Fluid Forms, Martial Arts 6
|Martial Arts IV: Any
|Gain +4 Skill Points, which you can spend on skills with the acrobatics tag.
|Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.
Gain the Impulse II talent from the Armor specialization track if you meet its prerequisites.
 
Gain the [[Specialization Talents|Impulse II]] talent from the Armor track if you meet its prerequisites.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Quiet Mind'''
|'''Martial Arts VI:''' '''Quiet Mind'''
|Fluid Forms, Martial Arts 7
|Martial Arts V: Any
|Gain the Quiet Mind ability.
|Gain the Quiet Mind ability.


* '''Quiet Mind.''' (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself.
* '''Quiet Mind (1/Rest).''' When you Recoup, you can remove Fatigued.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Disrupt Ki'''
|'''Martial Arts VI:''' '''Disrupt Ki'''
|Fluid Forms, Martial Arts 7
|Martial Arts V: Any
|Gain the Disrupt Ki ability.
|Gain the Disrupt Ki ability.


* '''Disrupt Ki.''' (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn.
* '''Disrupt Ki (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''
|-
|-
|'''Reactive Stance'''
|'''Martial Arts VI:''' '''Reactive Stance'''
|Fluid Forms, Martial Arts 7
|Martial Arts V: Any
|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.
|When you end your turn with 0 AP, gain 1 special Stance AP that acts as Reactive AP. You lose this AP at the start of your next turn.
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.
 
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.
 
You may now use your Martial Artist’s Stances ability reactively.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of Raging Fire'''
|'''Martial Arts VII:''' '''Stance Of Raging Fire'''
|Fluid Forms, Martial Arts 8
|Martial Arts VI: Any
|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.  
|Gain the Stance of Raging Fire.


* '''Stance of Raging Fire.''' For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.
* '''''Stance of Raging Fire.''''' 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''
|-
|-
|'''Stance Of Flowing Water'''
|'''Martial Arts VII:''' '''Stance Of Flowing Water'''
|Fluid Forms, Martial Arts 8
|Martial Arts VI: Any
|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.  
|Gain the Stance of Flowing Water.
 
* '''''Stance of Flowing Water.''''' 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.  


* '''Stance of Flowing Water.''' 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.
You cannot be attacked reactively.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Stance Of The Stout Oak'''
|'''Martial Arts VII:''' '''Stance Of The Stout Oak'''
|Fluid Forms, Martial Arts 8
|Martial Arts VI: Any
|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.  
|Gain the Stance of the Stout Oak.


* '''Stance of the Stout Oak.''' For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked Prone.
* '''''Stance of the Stout Oak.''''' 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''
|-
|-
|'''Fluid Forms II'''
|'''Fluid Forms II'''
|Fluid Forms, Martial Arts 9
|Martial Arts VII: Any
|Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.
|Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.
You can use Fluid Forms 2/Recoup.
 
Fluid Forms becomes 2/Recoup.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Serenity'''
|'''Martial Arts VIII:''' '''Serenity'''
|Fluid Forms II
|Fluid Forms II
|Gain +4 Skill Points that you can spend on any skills with the survival, knowledge, or observation tag.
|Gain +4 Skill Points that you can spend on any skills with the survival, knowledge, or observation tag.
Gain +1 WILL.
Gain +1 WILL.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Martial Artist'''
|'''Martial Arts VIII:''' '''Martial Artist'''
|Fluid Forms II
|Fluid Forms II
|Basic maneuvers that cost 2 AP now cost 1 AP for you.
|Basic maneuvers that cost 2 AP now cost 1 AP for you.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Reactive Stance II'''
|'''Martial Arts VIII:''' '''Reactive Stance II'''
|Fluid Forms II, Reactive Stance
|Fluid Forms II, Martial Arts IV: Reactive Stance
|You gain 2 Reactive AP with Reactive Stance.
|You gain 2 Stance AP with Reactive Stance.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Mind Over Matter'''
|'''Martial Arts IX:''' '''Mind Over Matter'''
|Fluid Forms II, Martial Artist 11
|Martial Arts VIII: Any
|(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.  
|Gain the Mind over Matter ability.
 
* '''Mind over Matter (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''
|''Pugilist, Martial Arts''
|-
|-
|'''Pressure Point'''
|'''Martial Arts IX:''' '''Pressure Point'''
|Fluid Forms II, Martial Artist 11
|Martial Arts VIII: Any
|Your unarmed and natural weapon crit range increases by 1.
|Your unarmed and natural weapon crit range increases by +1.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Dance Of Battle'''
|'''Martial Arts IX:''' '''Dance Of Battle'''
|Fluid Forms II, Martial Artist 11
|Martial Arts VIII: Any
|(1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP).  
|Gain the Dance of Battle ability.
 
* '''Dance of Battle (1/Turn).''' When a creature misses you with an attack, you may move up to 10 ft for 0 Reactive AP.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Know Your Enemy II'''
|'''Martial Arts X:''' '''Know Your Enemy II'''
|Fluid Forms II, Know Your Enemy, Martial Artist 12
|Martial Arts IX: Any, Martial Arts V: Know your Enemy
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Unfettered Speed'''
|'''Martial Arts X:''' '''Unfettered Speed'''
|Fluid Forms II, Martial Artist 12
|Martial Arts IX: Any
|Your base speed increases by 10 ft.
|Your walking speed increases by +10 ft.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Predict A Punch III'''
|'''Martial Arts X:''' '''Predict A Punch III'''
|Fluid Forms II, Predict a Punch II, Martial Artist 12
|Martial Arts IX: Any, Martial Arts V: Predict a Punch
|Gain +1 ANT.  
|Gain +1 ANT.
Gain the Impulse III talent from the Armor Specialization stack if you meet its prerequisites.
 
Gain the [[Specialization Talents|Impulse III]] talent from the Armor track if you meet its prerequisites.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Monkey Climbing The Tree'''
|'''Martial Arts XI:''' '''Monkey Climbing The Tree'''
|Fluid Forms II, Martial Artist 13
|Martial Arts X: Any
|When you spend AP to move, you can run along vertical surfaces. If you have one free hand you can end your movement on a vertical surface. If not, you fall.
|When you spend AP to move, you can run along vertical surfaces. If you have one free hand you can end your movement on a vertical surface. If not, you fall.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Pressure Point II'''
|'''Martial Arts XI:''' '''Pressure Point II'''
|Fluid Forms II, Pressure Point, Martial Artist 13
|Martial Arts X: Any, Martial Arts IX: Pressure Point
|Your unarmed and natural weapon crit range increases by 1.
|Your unarmed and natural weapon crit range increases by +1.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Reactive Stance III'''
|'''Martial Arts XI:''' '''Reactive Stance III'''
|Fluid Forms II, Reactive Stance II, Martial Artist 13
|Martial Arts X: Any, Martial Arts VIII: Reactive Stance II
|You gain 3 Reactive AP with Reactive Stance.
|You gain 3 Stance AP with Reactive Stance.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
|'''Meijin'''
|'''Meijin'''
|Martial Artist 14
|Martial Arts XI: Any
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor.
|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.
Your Know your Enemy ability only requires two attacks.


Line 405: Line 442:


Gain the Myriad Stances ability.
Gain the Myriad Stances ability.
* '''Myriad Stances.''' (1/Week) By meditating and training, you can reassign all of your Talent Points within the martial arts pugilist track. 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.  
 
** '''Level 30:''' Myriad Stances becomes 1/Recoup.
* '''Myriad Stances (1/Week).''' By meditating and training, you can reassign all of your Talent Points within the Martial Arts track. 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.
 
* '''''Level 30:''''' Myriad Stances becomes 1/Recoup.
|''Pugilist, Martial Arts, '''Capstone'''''
|''Pugilist, Martial Arts, '''Capstone'''''
|}
|}


=== Pummeling Track ===
=== Pummeling Track ===
[[File:Pummeling Track.png|thumb|543x543px|Pummeling Track Progression]]
[[File:PummelingTrack.png|center|frameless|494x494px|Pummeling Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 421: Line 460:
|Pugilist Entry
|Pugilist Entry
|Gain +1 FORT.
|Gain +1 FORT.
Gain the Tough talent from the Armor specialization track unless you have one of its incompatibilities.
 
Gain the [[Specialization Talents|Tough]] talent from the Armor track unless you have one of its incompatibilities.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Greater Counterpunch'''
|'''Greater Counterpunch'''
|Take a Punch
|Take a Punch
|When you use Counterpunch, you gain TA and deal +2 damage on a hit.
|Gain +1 TA when you use Counterpunch. On a hit, deal +2 damage.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Boxer's Maneuvers'''
|'''Boxer's Maneuvers'''
|Greater Counterpunch
|Greater Counterpunch
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Greater Corner'''
|'''Greater Corner'''
|Boxer’s Maneuvers
|Boxer’s Maneuvers
|When you use Corner, gain TA. If you hit, the enemy is Slowed until the end of their turn.
|Gain +1 TA when you use Corner. On a hit, the enemy is Slowed until the end of their turn.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Mighty Punch'''
|'''Mighty Punch'''
|Greater Corner
|Greater Corner
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.  
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
 
Gain the Mighty Punch ability.
Gain the Mighty Punch ability.


* '''Mighty Punch.''' (1/Recoup) Add +1⁄2 END to hit, and +END to damage.
* '''Mighty Punch (1/Recoup).''' When you hit with an unarmed or natural weapon, add +1⁄2 END to hit, and +END to damage.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Take A Punch II'''
|'''Take A Punch II'''
|Mighty Punch
|Mighty Punch
|Gain the Tough II talent from the Armor specialization track if you meet its prerequisites.
|Gain the [[Specialization Talents|Tough II]] talent from the Armor track if you meet its prerequisites.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
Line 455: Line 496:
|Take a Punch II
|Take a Punch II
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
|Gain +4 Skill Points that you can spend on any 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.
 
You count as one additional Size larger for the purposes of Grappling. You can carry one additional unwieldy item without being encumbered. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6, max 1d12).
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Boxer's Maneuvers II'''
|'''Boxer's Maneuvers II'''
|Hulking
|Hulking
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Superior Corner'''
|'''Superior Corner'''
|Boxer’s Maneuver II
|Boxer’s Maneuver II
|When you use Greater Corner, gain an additional TA. If you hit, the target falls Prone.
|Gain +1 TA when you use Corner. On a hit, the target also falls Prone.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Superior Counterpunch'''
|'''Superior Counterpunch'''
|Superior Corner
|Superior Corner
|When you use Counterpunch, gain an additional TA. If you hit, the target falls Prone.
|Gain +1 TA when you use Counterpunch. On a hit, the target also falls Prone.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Greater Uppercut'''
|'''Greater Uppercut'''
|Superior Counterpunch
|Superior Counterpunch
|Learn Uppercut if you did not know it. Your crit range on Uppercut increases by 2.
|Learn the Uppercut Pugilist Maneuver if you did not know it. Your crit range on Uppercut increases by +2.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Superior Uppercut'''
|'''Superior Uppercut'''
|Greater 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.
|You always have +1 TA on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Greater Gut Punch'''
|'''Greater Gut Punch'''
|Superior Uppercut
|Superior Uppercut
|Learn Gut Punch if you did not know it. It only costs you 3 AP.
|Learn the Gut Punch Pugilist Maneuver if you did not know it. It only costs you 3 AP.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Superior Gut Punch'''
|'''Superior Gut Punch'''
|Greater Gut Punch
|Greater Gut Punch
|You always have TA on Gut Punch, and you knock a creature Prone if you hit.
|Gain +1 TA on Gut Punch. On a hit, the target also falls Prone.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Mighty Punch II'''
|'''Mighty Punch II'''
|Superior Gut Punch
|Superior Gut Punch or Superior Uppercut
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
|Gain +4 Skill Points that you can spend on any 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.
 
When you crit with Mighty Punch, and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together.


Mighty Punch becomes 3/Recoup.
Mighty Punch becomes 3/Recoup.
Line 503: Line 546:
|'''Take A Punch III'''
|'''Take A Punch III'''
|Mighty Punch II
|Mighty Punch II
|Gain +1 FORT.  
|Gain +1 FORT.
Gain the Tough III talent from the Armor specialization track if you meet its prerequisites.
 
Gain the [[Specialization Talents|Tough III]] talent from the Armor track if you meet its prerequisites.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Heavy Weight Champion'''
|'''Heavyweight Champion'''
|Take a Punch III
|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 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.
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, max 1d12).
 
* '''''Level 30:''''' The final cap for your STR increases from 12 to 14.
|''Pugilist, Pummeling, '''Capstone'''''
|''Pugilist, Pummeling, '''Capstone'''''
|}
|}


=== Wrestling Track ===
=== Wrestling Track ===
[[File:Wrestling Track.png|thumb|528x528px|Wrestling Track Progression ]]
[[File:WrestlingTrack.png|center|frameless|535x535px|Wrestling Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 526: Line 572:
|Pugilist Entry
|Pugilist Entry
|Gain +1 REF.
|Gain +1 REF.
Gain the Evasive talent from the Armor specialization track unless you have one of its incompatibilities.
 
Gain the [[Specialization Talents|Evasive]] talent from the Armor track unless you have one of its incompatibilities.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Wrestler's Maneuvers'''
|'''Wrestler's Maneuvers'''
|Dodge a Punch
|Dodge a Punch
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Reverse Grapple'''
|'''Reverse Grapple'''
|Wrestler’s Maneuvers
|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.
|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 now considered the initiator of the grapple.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Size Up'''
|'''Size Up'''
|Reverse Grapple
|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.
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you learn the creature’s AR, REF, FORT, and ANT.
 
* '''Size Up.''' For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Size Up II'''
|'''Size Up II'''
|Size Up
|Size Up
|Your Size Up ability now only requires six attacks to trigger.
|Size Up now only requires six attacks to trigger.
 
You also learn the creature’s Resist, Vulnerable, and Immune traits.
You also learn the creature’s Resist, Vulnerable, and Immune traits.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
Line 554: Line 600:
|'''Brawl'''
|'''Brawl'''
|Reverse Grapple
|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.
|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, max 1d12).
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Brawl II'''
|'''Brawl II'''
|Brawl
|Brawl
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain +1 TA on all of your attacks.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Dodge A Punch II'''
|'''Dodge A Punch II'''
|Wrestling 5
|Size Up II or Brawl II
|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.
Gain the Evasive II talent from the Armor specialization track if you meet its prerequisites.
 
Gain the [[Specialization Talents|Evasive II]] talent from the Armor track if you meet its prerequisites.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Wrestler's Maneuvers II'''
|'''Wrestler's Maneuvers II'''
|Dodge a Punch II
|Dodge a Punch II
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Headlock Choke'''
|'''Headlock Choke'''
|Wrestler’s Maneuvers II
|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.
|Learn the Headlock Pugilist Maneuver 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''
|''Pugilist, Wrestling''
|-
|-
Line 590: Line 637:
|'''Improvised Weapons'''
|'''Improvised Weapons'''
|Headlock Choke
|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.
|You can use any object as a club. You can use any object with the unwieldy tag that you can lift as a maul that costs 4 AP to use.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
Line 596: Line 643:
|Improvised Weapons
|Improvised Weapons
|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.
Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.
 
Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6, max 1d12).
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Wrestler's Maneuvers III'''
|'''Wrestler's Maneuvers III'''
|Wrestling 10
|Pure Physique II or Pure Technique
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
Line 608: Line 656:
|Gain the Submission Hold ability.
|Gain the Submission Hold ability.


* '''Submission Hold.''' Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.
* '''Submission Hold.''' Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. On a hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain Fatigue.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
Line 614: Line 662:
|Headlock Choke II
|Headlock Choke II
|Gain +1 REF.
|Gain +1 REF.
Gain the Evasive III talent from the Armor specialization track if you meet its prerequisites.
 
Gain the [[Specialization Talents|Evasive III]] talent from the Armor track if you meet its prerequisites.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Headlock Choke III'''
|'''Headlock Choke III'''
|Dodge a Punch III
|Headlock Choke II
|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 Stun an enemy using Submission Hold, they gain 1 Fatigue.
 
When you Stun an enemy using Submission Hold, they gain Fatigue.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Wrestler's Maneuvers IV'''
|'''Wrestler's Maneuvers IV'''
|Headlock Choke III
|Headlock Choke III or Dodge a Punch III
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Signature Move'''
|'''Signature Move'''
|Wrestler’s Maneuvers IV
|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.  
|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.
 
Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has +1 TA and does not expend a use of your Pugilist’s Maneuvers.


Gain the Knockout Ability.
Gain the Knockout ability.


* '''Knockout.''' (1/Rest) When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.
* '''Knockout (1/Rest).''' When you attack a creature with your Signature Move, that creature is Stunned or Prone, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.
** '''Level 30:''' You gain a second signature move, and Knockout becomes 1/Recoup.
* '''''Level 30:''''' You gain a second Signature Move, and Knockout becomes 1/Recoup.
|''Pugilist, Wrestling, '''Capstone'''''
|''Pugilist, Wrestling, '''Capstone'''''
|}
|}
Line 645: Line 696:
|-
|-
|'''Dodger'''
|'''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.
|Spend 2 AP to make an unarmed or natural weapon attack against a creature then Dodge. This ends your turn, but you keep any leftover AP.
|-
|-
|'''Forced Release'''
|'''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.
|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'''
|'''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.
|Spend 2 AP to make an unarmed or natural weapon attack against a creature’s REF. On a hit, deal damage as normal and they fall Prone.
|-
|-
|'''Gut Punch'''
|'''Gut Punch'''
|Make a 4 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.
|Spend 4 AP to make an unarmed or natural weapon attack against a creature’s FORT. On a hit, deal damage as normal and they are Stunned until the end of their next turn.
|-
|-
|'''Headlock'''
|'''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.
|Spend 3 AP to make an unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). On a 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'''
|'''Jab'''
|You can use the Exploit advanced manuver. Making reactive attacks with unarmed or natural weapons costs 1 fewer AP (min 1).
|You can use the Exploit advanced maneuver. When making reactive attacks with unarmed or natural weapons the APC is reduced by 1 (min 1).
|-
|-
|'''Mind Games'''
|'''Mind Games'''
Line 669: Line 720:
|-
|-
|'''Psych Out'''
|'''Psych Out'''
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.
|Spend 3 AP to make an unarmed or natural attack against a creature’s ANT. On a hit, deal damage as normal and they are Taunted.
|-
|-
|'''Roll'''
|'''Roll'''
Line 675: Line 726:
|-
|-
|'''Shove'''
|'''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.
|Spend 2 AP to make an unarmed or natural weapon attack against a creature’s FORT. On a hit, deal damage as normal and push the target 5 ft in a direction of your choice.
|-
|-
|'''Suplex'''
|'''Suplex'''
|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.
|Spend 3 AP to make an unarmed or natural weapon attack against your Grappled target’s FORT. On a hit, you both move 5 ft and fall 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'''
|'''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.
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling, removing their chance at a crit. As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with +1 TA.
|-
|-
|'''Uppercut'''
|'''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.
|Spend 3 AP to make an unarmed or natural weapon attack against a creature’s FORT. On a hit, deal damage as normal and they move 5 ft directly away from you, then fall Prone.
|}
|}
<nowiki>*</nowiki>''Updated to v1.2''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==