Pugilist: Difference between revisions

173 bytes added ,  9 October 2025
no edit summary
No edit summary
No edit summary
 
(8 intermediate revisions by the same user not shown)
Line 50: Line 50:


=== 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
Line 140: Line 140:
|-
|-
|'''Mastery Of Form'''
|'''Mastery Of Form'''
|Red Right Hand II
|Enrage II
|Learn two Pugilist’s Maneuvers of your choice.
|Learn two Pugilist’s Maneuvers of your choice.
|''Pugilist, Constitute''
|''Pugilist, Constitute''
Line 159: Line 159:


=== 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
Line 402: Line 402:
|-
|-
|'''Martial Arts X:''' '''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''
|-
|-
|'''Martial Arts X:''' '''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''
|-
|-
|'''Martial Arts X:''' '''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''
|-
|-
|'''Martial Arts XI:''' '''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''
|-
|-
|'''Martial Arts XI:''' '''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''
|-
|-
|'''Martial Arts XI:''' '''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 440: 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 456: 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 490: 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 538: 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 561: 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 589: 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 625: 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 631: 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 643: 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 649: 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 680: 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 704: 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 710: 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 ==