Pugilist: Difference between revisions
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|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | |You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | ||
* <u>Stance of the Bear</u> You have -1 REF and +3 FORT. | * <u>Stance of the Bear</u>: You have -1 REF and +3 FORT. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | |You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | ||
* <u>Stance of the Bison</u> Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1. | * <u>Stance of the Bison</u>: Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | |You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | ||
* <u>Stance of the Turtle</u> You are Shaken, but have +2 to every defense. | * <u>Stance of the Turtle</u>: You are Shaken, but have +2 to every defense. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | |You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. | ||
* <u>Stance of the Leopard</u> Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion. | * <u>Stance of the Leopard</u>: Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability. | |Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability. | ||
* <u>Fluid Forms</u> (1/Recoup) You can switch between Stances for 0 AP. | * <u>Fluid Forms</u>: (1/Recoup) You can switch between Stances for 0 AP. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | |You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | ||
* <u>Stance of the Serpent</u> For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT. | * <u>Stance of the Serpent</u>: For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | |You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | ||
* <u>Stance of the Rabbit</u> Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL. | * <u>Stance of the Rabbit</u>: Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | |You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | ||
* <u>Stance of the Wolf</u> You gain TA on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this TA as well. If there are no allies | * <u>Stance of the Wolf</u>: You gain [[Tactical Advantages|TA]] on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this [[Tactical Advantages|TA]] as well. If there are no allies | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. | |After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. | ||
* <u>Know Your Enemy</u> For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT. | * <u>Know Your Enemy</u>: For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|Gain the Weak Spot ability. | |Gain the Weak Spot ability. | ||
* <u>Weak Spot</u> (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. | * <u>Weak Spot</u>: (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. You regain all expended uses when you Recoup. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|Gain the Quiet Mind ability. | |Gain the Quiet Mind ability. | ||
* <u>Quiet Mind</u> (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself. | * <u>Quiet Mind</u>: (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|Gain the Disrupt Ki ability. | |Gain the Disrupt Ki ability. | ||
* <u>Disrupt Ki</u> (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn. | * <u>Disrupt Ki</u>: (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | |You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | ||
* <u>Stance of Raging Fire</u> For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you. | * <u>Stance of Raging Fire</u>: For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | |You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | ||
* <u>Stance of Flowing Water</u> For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively. | * <u>Stance of Flowing Water</u>: For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | |You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. | ||
* <u>Stance of the Stout Oak</u> For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone. | * <u>Stance of the Stout Oak</u>: For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|'''Mind Over Matter''' | |'''Mind Over Matter''' | ||
|Fluid Forms II, Martial Artist 11 | |Fluid Forms II, Martial Artist 11 | ||
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. | |(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. You regain all expended uses when you Recoup. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|'''Predict A Punch II''' | |'''Predict A Punch II''' | ||
|Fluid Forms II, Martial Artist 12 | |Fluid Forms II, Martial Artist 12 | ||
|Gain +1 ANT. Gain the Impulse III talent from the | |Gain +1 ANT. Gain the Impulse III talent from the armor specialization stack if you meet its prerequisites. | ||
|''Pugilist, Martial Arts'' | |''Pugilist, Martial Arts'' | ||
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|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. | |Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. | ||
* <u>Myriad Stances</u> (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. | * <u>Myriad Stances</u>: (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. | ||
** <u>Level 30</u> Myriad Stances becomes 1/Recoup. | ** <u>Level 30</u>: Myriad Stances becomes 1/Recoup. | ||
|''Pugilist, Martial Arts, Capstone'' | |''Pugilist, Martial Arts, '''Capstone''''' | ||
|} | |} | ||
=== Pummeling Track === | |||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
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|} | |} | ||
=== Wrestling Track === | |||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
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|''Pugilist, Wrestling'' | |''Pugilist, Wrestling'' | ||
|} | |} | ||
==== Pugilist Maneuvers ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
!Maneuver | !Maneuver | ||
Revision as of 11:48, 1 December 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.
Pugilist Tracks
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
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist stacks.
| Feature | PreReq | Description |
|---|---|---|
| Pugilist Entry | Character Level 2 | When you take this entry talent, you gain the following abilities.
|
Constitute Track
| Feature | PreReq | Description | Tags |
|---|---|---|---|
| Ignore Pain | 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. You regain all expended uses when you Take a Rest. | Pugilist, Constitute |
| Surge Of Strength | Ignore Pain | Gain the Surge of Strength ability.
|
Pugilist, Constitute |
| Red Right Hand | Surge of Strength | Learn one Pugilist’s Maneuver from the Pugilist's Maneuvers 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. | 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 one Pugilist’s Maneuver from the Pugilist's Maneuvers table. 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 from the Pugilist's Maneuvers table. | 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. You regain all expended uses when you Recoup. | 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 armor specialization stack if you meet its prerequisites. | 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.
|
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. |