Pugilist: Difference between revisions

From MythCraft Online SRD
Jump to navigation Jump to search
No edit summary
No edit summary
Line 900: Line 900:
|'''Godfearing II'''
|'''Godfearing II'''
|Flagellation II, Godfearing
|Flagellation II, Godfearing
|Godfearing becomes: '''(2/Rest)''' When you would gain Death Points, you may instead spend 1 AP to gain Fear equal to quadruple the Death Points you would have gained and regain 2d10+END HP. You cannot use this to ignore Death Points from Massive Damage.
|Godfearing becomes: (2/Rest) When you would gain Death Points, you may instead spend 1 AP to gain Fear equal to quadruple the Death Points you would have gained and regain 2d10+END HP. You cannot use this to ignore Death Points from Massive Damage.
|''Pugilist, Penitent''
|''Pugilist, Penitent''
|-
|-

Revision as of 22:26, 9 February 2025

Charlie Cobbler, provider for his family

"In the streets, nobody cares if you wanna fight fair or not. You gotta hit 'em hard, and hit 'em where it hurts 'til your right hand's runnin' red." - Charlie Cobbler, provider for his family

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 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.

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.

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.

Gravedigger. Harker's Guide to Vampire Hunting. You have learned to master the elements of earth and spirit, bending them to your will. You are motivated by your connection to death and undeath.

Penitent. Harker's Guide to Vampire Hunting. You view your flesh as a crucible for your spirit, and you will draw out the dross at any cost.

Core Subclass Tracks

Pugilist Entry Talent

After gaining the Pugilist Entry talent, you can take talents from any of the Pugilist tracks.

Talent PreReq Description Tags
Pugilist Entry Character Level 2 When you take this entry talent, you gain the following abilities.
  • 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.
  • 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.
    • 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, Class Entry

Constitute Track

Constitute Track Progression
Talent 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. Pugilist, Constitute
Surge Of Strength Ignore Pain Gain the Surge of Strength ability.
  • Surge of Strength. The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.
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 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.

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 III Enrage Gain +4 Skill Points that you can spend on any 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.
  • Battle Focus. While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.
Pugilist, Constitute
On The Ropes Battle Focus Gain the On the Ropes ability.
  • On the Ropes. (1/ Rest) When reduced to 0 HP, regain 1d4 HP.
Pugilist, Constitute
Surge Of Strength III 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.
  • 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
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.

  • 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.
Pugilist, Constitute, Capstone

Martial Arts Track

Martial Arts Track Progression
Talent PreReq Description Tags
Predict A Punch Class Entry Gain +1 ANT.

Gain the Impulse talent from the Armor specialization track 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.
  • Stance of the Owl. You have TD on all attacks, and have +3 to ANT.
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.
  • 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
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.
  • Stance of the Bear. You have -1 REF and +3 FORT.
Pugilist, Martial Arts
Sense Danger Martial Arts 2 Gain +4 Skill Points that you can spend on any skills with the observation Tag.

You can never be Partially Surprised.

Pugilist, Martial Arts
Flip Martial Arts 2 Learn the Go for the Knees Pugilist Maneuver if you didn’t know it.

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
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.
  • 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.
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.
  • Stance of the Turtle. You are Shaken, but have +2 to every defense.
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.
  • 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
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, 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.

  • Fluid Forms. (1/Recoup) You can switch your Stance for 0 AP.
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.
  • 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
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.
  • Stance of the Rabbit. Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.
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.
  • 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.
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 Know your Enemy.
  • Know Your Enemy. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.
Pugilist, Martial Arts
Weak Spot Fluid Forms, Martial Arts 6 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.
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 track if you meet its prerequisites.

Pugilist, Martial Arts
Quiet Mind Fluid Forms, Martial Arts 7 Gain the Quiet Mind ability.
  • Quiet Mind. (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself.
Pugilist, Martial Arts
Disrupt Ki Fluid Forms, Martial Arts 7 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.
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.
  • 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
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.
  • 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.
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.
  • 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
Fluid Forms II Fluid Forms, Martial Arts 9 Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.

You can use Fluid Forms 2/Recoup.

Pugilist, Martial Arts
Serenity Fluid Forms II Gain +4 Skill Points that you can spend on any skills with the survival, knowledge, or observation tag.

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. 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, Know Your Enemy, 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 III Fluid Forms II, Predict a Punch 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. If you have one free hand you can end your movement on a vertical surface. If not, you fall. Pugilist, Martial Arts
Pressure Point II Fluid Forms II, Pressure Point, Martial Artist 13 Your unarmed and natural weapon crit range increases by 1. Pugilist, Martial Arts
Reactive Stance III Fluid Forms II, Reactive Stance 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.

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.
Pugilist, Martial Arts, Capstone

Pummeling Track

Pummeling Track Progression
Talent PreReq Description Tags
Take A Punch Pugilist Entry Gain +1 FORT.

Gain the Tough talent from the Armor specialization track 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 from the Pugilist's Maneuvers table. 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 that you can spend on any skills with the athleticism tag.

Gain the Mighty Punch ability.

  • Mighty Punch. (1/Recoup) Add +1⁄2 END to hit, and +END to damage.
Pugilist, Pummeling
Take A Punch II Mighty Punch Gain the Tough II talent from the Armor specialization track if you meet its prerequisites. Pugilist, Pummeling
Hulking Take a Punch II 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
Boxer's Maneuvers II Hulking Learn two Pugilist’s Maneuvers from the Pugilist's Maneuvers table. Pugilist, Pummeling
Superior Corner Boxer’s Maneuver II When you use Greater Corner, gain an additional TA. If you hit, the target falls 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 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
Take A Punch III Mighty Punch II Gain +1 FORT.

Gain the Tough III talent from the Armor specialization track 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.

  • Level 30: The final cap for your STR increases from 12 to 14.
Pugilist, Pummeling, Capstone

Wrestling Track

Wrestling Track Progression
Talent PreReq Description Tags
Dodge A Punch Pugilist Entry Gain +1 REF.

Gain the Evasive talent from the Armor specialization track unless you have one of its incompatibilities.

Pugilist, Wrestling
Wrestler's Maneuvers Dodge a Punch Learn two Pugilist’s Maneuvers from the Pugilist's Maneuvers table. 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 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.

Pugilist, Wrestling
Wrestler's Maneuvers II Dodge a Punch II Learn two Pugilist’s Maneuvers from the Pugilist's Maneuvers table. 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 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.

Pugilist, Wrestling
Wrestler's Maneuvers III Wrestling 10 Learn two Pugilist’s Maneuvers from the Pugilist's Maneuvers table. Pugilist, Wrestling
Headlock Choke II Wrestler’s Maneuvers III 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.
Pugilist, Wrestling
Dodge A Punch III Headlock Choke II Gain +1 REF.

Gain the Evasive III talent from the Armor specialization track if you meet its prerequisites.

Pugilist, Wrestling
Headlock Choke III Dodge a Punch III 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.

Pugilist, Wrestling
Wrestler's Maneuvers IV Headlock Choke III Learn two Pugilist’s Maneuvers from the Pugilist's Maneuvers table. 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.

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.
    • Level 30: You gain a second signature move, and Knockout becomes 1/Recoup.
Pugilist, Wrestling, Capstone
Pugilist Maneuvers
Maneuver Ability
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 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.
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.
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.
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.

Additional Subclass Tracks

Gravedigger Track

Source: Harker's Guide to Vampire Hunting

Graveyards are meant to be a final resting place, but all too often, undead blaspheme against the natural order. As a Grave Digger, you are devoted to keeping the dead in the ground where they belong. You have learned to master the elements of earth and spirit, bending them to your will. You are motivated by your connection to death and undeath. Perhaps you worked as a graveyard keeper, witnessed a loved one become undead, or put people into an early grave by your own hands. Whatever the reason may be, you believe necromancy is a vile kind of magic that disrupts the peace of the departed, and have spent years of your life learning how to fight back against it.

Talent PreReq Description Tags
Necrotic Ward Pugilist Entry Gain the Necrotic Ward ability.
  • Necrotic Ward (1/Recoup). You may spend 1 AP to give yourself or a creature you touch Resist Necrotic +3 for up to 1 minute. Alternatively, you can spend 10 minutes to perform a sanctifying rite and give up to three creatures Resist Necrotic +3 for 30 minutes.
Pugilist, Grave Digger
Undead Hunter Necrotic Ward You gain a +2 to rolls made to track or recall knowledge about creatures with the undead tag. In addition, whenever you make an attack against a creature with the undead tag, you gain +1 TA and deal +1d4 damage on a hit. Pugilist, Grave Digger
Burial Shovel Undead Hunter You gain a large shovel that you can use as a weapon. Pick any polearm that does not have a thrown reach to represent this weapon. In addition, gain the Go For The Knees Pugilist Maneuver. You may use any of your Pugilist Maneuvers with this weapon. Pugilist, Grave Digger
Dirt Throw Burial Shovel You attempt to whip up dirt straight into an enemy’s eyes. Spend 1 AP and make a STR or DEX attack against a creature’s ANT. On a hit, they are Blinded until the end of their next turn. While they are Blinded, you deal +1d4 blunt damage when you hit them with a melee attack. There must be some type of soil around to use this feature. Pugilist, Grave Digger
Dirt Shield Dirt Throw You spend 1 Reactive AP to pull up a shield of dirt, halving the damage you just took up to 10 HP. There must be some type of soil around to use this feature. Pugilist, Grave Digger
Spirit Communication Burial Shovel When you take 30 minutes to meditate, you can form a connection with a spirit that has been deceased for less than one year.

If you personally knew the person in life, you can ask up to three questions. If you don’t know the spirit, you can ask two questions. Either way, your questions can only be answered with yes or no. The spirit’s knowledge is limited by what knowledge it had in life, and what it has witnessed as a spirit.

Pugilist, Grave Digger
Spirit Aura Spirit Communication Spend 2 AP to draw forth a shifting spirit aura around you that confuses the enemy. A creature making an attack against you must make an INT check against your ANT. On a failure, they suffer 3 TD on their next attack against you. Your aura ends when you are hit by an attack, and creatures who succeed on their INT check can no longer be fooled by your aura for the next minute. Pugilist, Grave Digger
Prevent Undead Dirt Throw or Spirit Communication You touch a creature that has died within the last 24 hours and then you may spend 15 minutes meditating. This creature then becomes Immune to becoming undead for the next week. Pugilist, Grave Digger
Burial Shovel II Prevent Undead Learn two Pugilist Maneuvers, one of which must be Shove or Uppercut. In addition, when you hit a creature with your shovel, you deal +1d4 radiant damage. Pugilist, Grave Digger
Funeral Rite Burial Shovel II You start reciting a funeral rite to prevent corpses within a 60 ft radius from becoming undead.

Gain the Funeral Rite spell.

  • (1⁄2 AWR/Rest) You may cast it without spending SP, and you cannot upcharge it.
Pugilist, Grave Digger
Bury Undead Funeral Rite Gain the Bury Undead ability.
  • Bury Undead (1/Rest). Spend 3 AP to connect to the soil around you, bending it to your will. Choose a point within 60 ft of you and make an AWR attack against the REF of each creature with the undead tag that is Huge or smaller within a 30 ft radius of that point. On a hit, the ground swallows them whole and buries them. While buried in this way, an undead is Restrained and has Total Cover. An undead may escape the Restrained condition by making a STR check against a DC of 10 + your AWR. When they escape the Restrained condition, they lose Total Cover and are Prone.
Pugilist, Grave Digger
Dirt Travel Bury Undead, Dirt Shield Gain the Mole Pugilist Maneuver.
  • Mole: Spend 2 AP to sink into the ground and reappear elsewhere within 25 ft of you. This does not trigger reactive attacks. The ground must be some type of soil.
Pugilist, Grave Digger
Dirt Form Dirt Travel Gain the Morph Pugilist Maneuver.
  • Morph: You spend 3 AP to turn yourself into dirt, keeping your shape and abilities. Attacks against you that deal physical damage suffer 1 TD and deal 1⁄2 damage while you are in this form, which lasts until the end of your next turn. In addition, you can use the Mole Pugilist Maneuver for 1 less AP while in this form.
Pugilist, Grave Digger
Spirit Summoner Bury Undead, Spirit Aura Gain the Spirit Summoner ability.
  • Spirit Summoner (2/Rest). Spend 4 AP to summon a spirit who acts as an ally ally in an unoccupied space within 10 ft of you. The spirit has its own Initiative. It uses the stats of a Soldier and remains for 10 minutes or until killed. You must tell the spirit what to do, or else it will spend its turns defending itself.
Pugilist, Grave Digger
Spirit Guide Spirit Summoner When in the presence of creatures with the undead tag, you can spend 10 minutes to connect to the spirits of up to three bodies whose death was defiled by necromancy and put them to rest, destroying the undead if they became undead unwillingly. You can destroy one extra undead that became undead unwillingly for every +5 minutes you spend. Pugilist, Grave Digger
Death Resistant Dirt Form or Spirit Guide Gain the Death Resistant ability.
  • Death Resistant (1/Rest). When you reach enough Death Points to die, make a DC 14 END check. On a success, you do not die and instead remove 2 Death Points. In addition, when succeeding on this check, you gain Immunity to becoming undead if you die within the next 24 hours.
Pugilist, Grave Digger
Necromancer's Foe Death Resistant, Grave Digger 14 You are a force to be reckoned with when it comes to dealing with the undead and are a thorn in the side of every necromancer. People from all over the world come to you for aid when dealing with an undead problem and you are praised by those who share your viewpoints.

Bury Undead becomes 1/Recoup. Gain the Undo Undead ability.

  • Undo Undead (1/Rest). When you have used the Bury Undead feature, you can spend 3 AP on your next turn to immediately destroy the undead that are buried from this feature. Creatures with the undead tag with ML greater than 1⁄2 your character level, along with undead that are no longer buried but were affected by your currently active Bury Undead ability, instead take 3d8 radiant damage.
  • Level 30: Undo Undead becomes 1/Recoup.
Pugilist, Grave Digger, Capstone

Penitent Track

Source: Harker's Guide to Vampire Hunting

All are fallible, and you are the first to admit your many shortcomings. You view your moral scruples with grave serenity, scourging yourself when you transgress. By disciplining the body, you may sharpen the mind. You view your flesh as a crucible for your spirit, and you will draw out the dross at any cost.

Talent PreReq Description Tags
Flagellation Pugilist Entry Gain the Flagellation ability.
  • Flagellation. When you Take a Rest, you may ignore X Fear when determining if you are above your Threshold. At the end of the Rest, take Xd10 sharp damage.
Pugilist, Penitent
Strength of Habit Flagellation Your Flagellation ability damage becomes Xd8 sharp damage. Pugilist, Penitent
Strength of Habit II Strength of Habit Your Flagellation ability damage becomes Xd6 sharp damage. Pugilist, Penitent
Godfearing Flagellation Gain the Godfearing ability.
  • Godfearing (2/Rest) When you would gain Death Points, you may spend 1 AP to instead gain Fear equal to double the Death Points you would have gained and regain 1d10+END HP. You cannot use this to ignore Death Points from Massive Damage.
Pugilist, Penitent
Righteous Retribution Flagellation Gain the Righteous Retribution ability.
  • Righteous Retribution (2/Rest) When you would gain Death Points, you may spend 1 AP to instead gain Fear equal to double the Death Points you would have gained and regain 1 HP. Increase your crit range by +1 for the next minute. You cannot use this to ignore Death Points from Massive Damage.
Pugilist, Penitent
Sanctity of Blood Flagellation Your mental defenses increase by +1 when you are Bloodied. You are Bloodied at 3⁄4 your max HP. Pugilist, Penitent
Sanctity of Blood II Sanctity of Blood Your AR, physical defenses, and mental defenses increase by +1 when you are Bloodied. Gain +4 Skill Points that you can spend on any skills with the stamina tag. Pugilist, Penitent
Sanctity of Blood III Sanctity of Blood II Your AR, physical defenses, and mental defenses each increase by +1 when you are Bloodied. Gain +4 Skill Points that you can spend on any skills with the stamina tag. Pugilist, Penitent
Confessional Flagellation When you Take a Rest, an allied creature may confide their sins and fears. They may ignore 1 Fear during the Rest. At the end of the Rest they take 1dX damage, where X is the damage die your Flagellant ability inflicts. Pugilist, Penitent
Scourge Flagellation You have a special weapon, a scourge. This weapon uses the stats of a cat-o’-nines, but you can use STR or DEX with it. You can also use Pugilist Maneuvers with your scourge. Pugilist, Penitent
Cleansing Rebuke Scourge Gain a new Pugilist's Maneuver:  Cleansing Rebuke.
  • Cleansing Rebuke: You may hit yourself or a willing ally with your scourge, dealing damage as normal. Cleanse the target of a condition of your choice: Charmed, Demoralized, Frightened, or Shaken. The target is Immune to this condition for the next minute.
Pugilist, Penitent
Penitent Litany Flagellation Gain the Disciple of the Divine talent if you did not already know it. If you did already know it, gain +5 SP and +1 Divine Power instead. Talents with the penitent tag grant you +1 Divine Power (this works retroactively). END is your magic attribute. Pugilist, Penitent
Penitent Chorus Penitent Litany Gain the Penitent Chorus ability.
  • Penitent Chorus (2/Rest) When you would gain Death Points, you may instead gain Fear equal to double the Death Points you would have gained and regain 1 HP. Also regain 1d10+END SP. You cannot use this to ignore Death Points from Massive Damage.
Pugilist, Penitent
Flagellation II Penitent 5 When you use your Flagellation ability, after you complete your Rest and take damage accordingly, you may remove a number of Fear equal to 1⁄2 the Fear that you ignored. Pugilist, Penitent
Strength of Habit III Flagellation II Your Flagellation ability damage becomes Xd4 sharp damage. Pugilist, Penitent
Godfearing II Flagellation II, Godfearing Godfearing becomes: (2/Rest) When you would gain Death Points, you may instead spend 1 AP to gain Fear equal to quadruple the Death Points you would have gained and regain 2d10+END HP. You cannot use this to ignore Death Points from Massive Damage. Pugilist, Penitent
Scar Tissue Flagellation II Whenever you take sharp damage, decrease it by 2 (min 1). Pugilist, Penitent
Sanctity of Blood IV Flagellation II, Sanctity of Blood III Your AR, physical defenses, and mental defenses each increase by +1 when you are Bloodied. Gain +4 Skill Points that you can spend on any skills with the stamina tag. Pugilist, Penitent
Penitentiary Flagellation II, Confessional When you Recoup, you may create a temporary Shrine that lasts for 1 hour.

Other creatures may use this Shrine to use your Flagellation ability.

  • (1/Year) If you create a Shrine in the same place at least once per day for a month, it becomes permanent.
Pugilist, Penitent
Penitentiary II Penitentiary
  • (1/Week) When you Take a Rest, you may create a temporary Haven that has a Shrine in it. This lasts for 8 hours. The Shrine follows the same rules as your Penitentiary Shrine. In order for anyone to gain the benefit of this Haven, they must use the Shrine.
Pugilist, Penitent
Flay Flagellation II, Scourge Gain the Flay ability.
  • Flay (1/Recoup). Declare that you intend to Flay a target within reach of your scourge. Make an attack; on a hit, it counts as a crit. On a miss, it counts as a crit that hits you.
Pugilist, Penitent
Scouring Scourge Flagellation II, Scourge Your scourge has +1 crit range when you are Bloodied. Pugilist, Penitent
Flagellation III Penitent 13 When you use your Flagellation ability, after you complete your Rest and take damage accordingly, you may remove all Fear that you ignored. Pugilist, Penitent
Forgiven Soul Flagellation III When you use your Flagellation ability, you may act as though you are removing 4 additional Fear. If you do, you may remove one Psyche talent that does not have the soul scar tag.
  • (1/Week) When you finish Taking a Rest, you may reselect which Penitent talents you have. You may not reassign your Flagellation talents. If you have Penitent Litany, you may not reassign it.
  • Level 30: Immediately remove all Psyche talents, including those with the soul scar tag, and undo all of their effects. You are immune to Psyche talents and Fear.
Pugilist, Penitent, Capstone