Pugilist: Difference between revisions

116 bytes removed ,  21 June 2024
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|Class Entry
|Class Entry
|Gain +1 ANT.
|Gain +1 ANT.
Gain the Impulse talent from the Armor Specialization stack unless you have one of its incompatibilities.
Gain the Impulse talent from the Armor specialization track unless you have one of its incompatibilities.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
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|Fluid Forms, Martial Arts 6
|Fluid Forms, Martial Arts 6
|Gain +4 Skill Points, which you can spend on skills with the acrobatics tag.
|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.
Gain the Impulse II talent from the Armor specialization track if you meet its prerequisites.
|''Pugilist, Martial Arts''
|''Pugilist, Martial Arts''
|-
|-
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|Pugilist Entry
|Pugilist Entry
|Gain +1 FORT.
|Gain +1 FORT.
Gain the Tough talent from the Armor Specialization stack unless you have one of its incompatibilities.
Gain the Tough talent from the Armor specialization track unless you have one of its incompatibilities.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
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|'''Take A Punch II'''
|'''Take A Punch II'''
|Mighty Punch
|Mighty Punch
|Gain the Tough II talent from the Armor Specialization stack if you meet its prerequisites.
|Gain the Tough II talent from the Armor specialization track if you meet its prerequisites.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Hulking'''
|'''Hulking'''
|Take a Punch II
|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.
|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.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
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|'''Superior Corner'''
|'''Superior Corner'''
|Boxer’s Maneuver II
|Boxer’s Maneuver II
|When you use Greater Corner, gain an additional [[Tactical Advantages|TA]], and if you hit they fall prone.
|When you use Greater Corner, gain an additional TA. If you hit, the target falls Prone.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Superior Counterpunch'''
|'''Superior Counterpunch'''
|Superior Corner
|Superior Corner
|When you use Counterpunch, gain an additional [[Tactical Advantages|TA]]. If you hit, the target falls Prone.
|When you use Counterpunch, gain an additional TA. If you hit, the target falls Prone.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Greater Uppercut'''
|'''Greater Uppercut'''
|Superior Counterpunch
|Superior Counterpunch
|Learn the Uppercut maneuver if you did not know it. Your crit range on Uppercut increases by 2.
|Learn Uppercut 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 [[Tactical Advantages|TA]] on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.
|You always have 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 the Gut Punch maneuver if you did not know it. It only costs you 3 AP.
|Learn Gut Punch 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 [[Tactical Advantages|TA]] on Gut Punch, and you knock a creature Prone if you hit.
|You always have TA on Gut Punch, and you knock a creature Prone if you hit.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Mighty Punch II'''
|'''Mighty Punch II'''
|Superior Gut Punch
|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)
|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.
 
Mighty Punch becomes 3/Recoup.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Take A Punch III'''
|'''Take A Punch III'''
|Mighty Punch II
|Mighty Punch II
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.
|Gain +1 FORT.  
Gain the Tough III talent from the Armor specialization track if you meet its prerequisites.
|''Pugilist, Pummeling''
|''Pugilist, Pummeling''
|-
|-
|'''Heavy Weight Champion'''
|'''Heavy Weight 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 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.
|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.
* <u>Level 30</u>: The final cap for your STR increases from 12 to 14.
* '''Level 30:''' The final cap for your STR increases from 12 to 14.
|''Pugilist, Pummeling, '''Capstone'''''
|''Pugilist, Pummeling, '''Capstone'''''
|}
|}