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|Pugilist Entry | |Pugilist Entry | ||
|Gain +1 REF. | |Gain +1 REF. | ||
Gain the Evasive talent from the Armor | |||
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 | |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 | |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 | |After you have attacked or been attacked by the same creature a collective total of ten times since you rolledInitiative, you learn the creature’s AR, REF, FORT, and ANT. | ||
|''Pugilist, Wrestling'' | |''Pugilist, Wrestling'' | ||
|- | |- | ||
|'''Size Up II''' | |'''Size Up II''' | ||
|Size Up | |Size Up | ||
| | |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'' | ||
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|'''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 | |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''' | ||
| | |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 | |||
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 | |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'' | ||
|- | |- | ||
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|'''Improvised Weapons''' | |'''Improvised Weapons''' | ||
|Headlock Choke | |Headlock Choke | ||
|You can use any object | |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'' | ||
|- | |- | ||
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|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 | |||
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''' | ||
| | |Pure Physique II or Pure Technique | ||
|Learn two Pugilist’s Maneuvers | |Learn two Pugilist’s Maneuvers of your choice. | ||
|''Pugilist, Wrestling'' | |''Pugilist, Wrestling'' | ||
|- | |- | ||
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|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. | * '''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'' | ||
|- | |- | ||
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|Headlock Choke II | |Headlock Choke II | ||
|Gain +1 REF. | |Gain +1 REF. | ||
Gain the Evasive III talent from the Armor | |||
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''' | ||
| | |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 | |||
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 | |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 | Gain the Knockout ability. | ||
* '''Knockout | * '''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. | ||
|''Pugilist, Wrestling, '''Capstone''''' | |''Pugilist, Wrestling, '''Capstone''''' | ||
|} | |} | ||
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|- | |- | ||
|'''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 | |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''' | ||
| | |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''' | ||
| | |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''' | ||
| | |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 | |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''' | ||
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|- | |- | ||
|'''Psych Out''' | |'''Psych Out''' | ||
| | |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''' | ||
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|- | |- | ||
|'''Shove''' | |'''Shove''' | ||
| | |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''' | ||
| | |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 | |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''' | ||
| | |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 (except track images)'' | |||
== Additional Subclass Tracks == | == Additional Subclass Tracks == | ||