Pugilist: Difference between revisions

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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.
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.
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.


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


==='''PUGILISTS TACKS'''===
==='''PUGILISTS STACKS'''===
'''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.
'''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.
'''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.
'''Wrestling''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.
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'''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.
'''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 ENTRY'''===
== Pugilist Talents ==
 
==='''Pugilist Entry'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!PreReq
!PreReq
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|}
|}


==== '''CONSTITUTE TRACK''' ====
==== Constitute Track ====
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!Tags
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!Discreption
!Discreption
|-
|-
|IGNORE PAIN
|Ignore Pain
|Pugilist, Constitute
|Pugilist, Constitute
|Pugilist Entry
|Pugilist Entry
|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. (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. (END/Rest)
|-
|-
|SURGE OF STRENGTH
|Surge Of Strength
|Pugilist, Constitute
|Pugilist, Constitute
|Ignore Pain
|Ignore Pain
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'''Surge of Strength''' The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.
'''Surge of Strength''' The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.
|-
|-
|RED RIGHT HAND
|Red Right Hand
|Pugilist, Constitute
|Pugilist, Constitute
|Surge of Strength
|Surge of Strength
|Learn 1 Pugilist’s Maneuver of your choice. 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.
|Learn 1 Pugilist’s Maneuver of your choice. 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.
|-
|-
|IGNORE PAIN II
|Ignore Pain II
|Pugilist, Constitute
|Pugilist, Constitute
|Red Right Hand
|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
|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.
amount of Shield HP that you gain.
|-
|-
|SURGE OF STRENGTH II
|Surge Of Strength II
|Pugilist, Constitute
|Pugilist, Constitute
|Ignore Pain II
|Ignore Pain II
|Surge of Strength becomes: The first time you are Bloodied after Recouping.
|Surge of Strength becomes: The first time you are Bloodied after Recouping.
|-
|-
|ENRAGE
|Enrage
|Pugilist, Constitute
|Pugilist, Constitute
|Surge of Strength II
|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.
|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.
|-
|-
|IGNORE PAIN III
|Ignore Pain II
|Pugilist, Constitute
|Pugilist, Constitute
|Enrage
|Enrage
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.
|-
|-
|BATTLE FOCUS
|Battle Focus
|Pugilist, Constitute
|Pugilist, Constitute
|Ignore Pain III
|Ignore Pain III
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'''Battle Focus''' While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.
'''Battle Focus''' While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.
|-
|-
|ON THE ROPES
|On The Ropes
|Pugilist, Constitute
|Pugilist, Constitute
|Battle Focus
|Battle Focus
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'''On the Ropes''' When reduced to 0 HP, regain 1d4 HP. (1/ Rest)
'''On the Ropes''' When reduced to 0 HP, regain 1d4 HP. (1/ Rest)
|-
|-
|SURGE OF STRENGTH III
|Surge Of Strength II
|Pugilist, Constitute
|Pugilist, Constitute
|On the Ropes
|On the Ropes
|Surge of Strength becomes: The first time you are Bloodied after rolling Initiative.
|Surge of Strength becomes: The first time you are Bloodied after rolling [[Initiative]].
|-
|-
|DEATH DEFIER
|Death Defier
|Pugilist, Constitute
|Pugilist, Constitute
|Surge of Strength III
|Surge of Strength III
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'''Cling to Life''' When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.
'''Cling to Life''' When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.
|-
|-
|CONSTITUTE
|Constitute
|Pugilist, Constitute
|Pugilist, Constitute
|Surge of Strength III
|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.
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.
|-
|-
|ENRAGE II
|Enrage II
|Pugilist, Constitute
|Pugilist, Constitute
|Constitute 11
|Constitute 11
|Triple your damage from Enrage while you have 0 HP.
|Triple your damage from Enrage while you have 0 HP.
|-
|-
|RED RIGHT HAND II
|Red Right Hand II
|Pugilist, Constitute
|Pugilist, Constitute
|Enrage II
|Enrage II
|Learn 1 Pugilist’s Maneuver of your choice. 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.
|Learn 1 Pugilist’s Maneuver of your choice. 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.
|-
|-
|MASTERY OF FORM
|Mastery Of Form
|Pugilist, Constitute
|Pugilist, Constitute
|Red Right Hand II
|Red Right Hand II
|Learn two Pugilist’s Maneuvers of your choice.
|Learn two Pugilist’s Maneuvers of your choice.
|-
|-
|BATTLE FOCUS II
|Battle Focus II
|Pugilist, Constitute
|Pugilist, Constitute
|Mastery of Form
|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.
|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.
|-
|-
|UNKILLABLE CHAMPION
|Unkillable Champion
|Pugilist, Constitute, Capstone
|Pugilist, Constitute, Capstone
|Battle Focus II
|Battle Focus II
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!Discreption
!Discreption
|-
|-
|PREDICT A PUNCH
|Predict A Punch
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Class Entry
|Class Entry
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.
|-
|-
|STANCE OF THE OWL
|Stance Of The Owl
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Predict a Punch
|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.
|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.
|-
|-
|STA N C E O F T H E S Q U I R R E L
|Stance Of The Squirrel
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Predict a Punch
|Predict a Punch
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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.
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.
|-
|-
|STA N C E O F T H E B E A R
|Stance Of The Bear
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Predict a Punch
|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.
|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.
|-
|-
|SENSE DANGER
|Sense Danger
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Martial Arts 2
|Martial Arts 2
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.
|-
|-
|FLIP
|Flip
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Martial Arts 2
|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).
|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).
|-
|-
|UNARMORED DEFENSE
|Unarmored Defense
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Martial Arts 2
|Martial Arts 2
|Gain +1 REF and FORT.
|Gain +1 REF and FORT.
|-
|-
|STA N C E O F T H E B I S O N
|Stance Of The Bison
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Martial Arts 3
|Martial Arts 3
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to pick a new stance. Stance of the Bison. Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.
to pick a new stance. Stance of the Bison. Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.
|-
|-
|STANCE OF THE TURTLE
|Stance Of The Turtle
|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Martial Arts 3
|Martial Arts 3
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|Pugilist, Martial Arts
|Pugilist, Martial Arts
|Fluid Forms
|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
|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
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
|-
|-
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Level 30: You gain a second signature move, and Knockout becomes 1/Recoup.
Level 30: You gain a second signature move, and Knockout becomes 1/Recoup.
|}
|}
==='''PUGILIST MANEUVERS'''===
===Pugilist Maneuvers===


{| class="wikitable"
{| class="wikitable"