Pugilist: Difference between revisions

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|Size Up
|Size Up
|Your Size Up ability now only requires six attacks to trigger.
|Your Size Up ability now only requires six attacks to trigger.
You also learn the creature’s Resist, Vulnerable, and Immune
You also learn the creature’s Resist, Vulnerable, and Immune traits.
 
traits.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
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|'''Dodge A Punch II'''
|'''Dodge A Punch II'''
|Wrestling 5
|Wrestling 5
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the
|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''
|''Pugilist, Wrestling''
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|'''Headlock Choke'''
|'''Headlock Choke'''
|Wrestler’s Maneuvers II
|Wrestler’s Maneuvers II
|Learn the Headlock 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.
|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''
|''Pugilist, Wrestling''
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|'''Improvised Weapons'''
|'''Improvised Weapons'''
|Headlock Choke
|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.
|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''
|''Pugilist, Wrestling''
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|-
|'''Pure Technique'''
|'''Pure Technique'''
|Improvised Weapons
|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.
|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''
|''Pugilist, Wrestling''
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|Gain the Submission Hold ability.
|Gain the Submission Hold ability.


* <u>Submission Hold</u>: 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.
* '''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''
|''Pugilist, Wrestling''
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|'''Dodge A Punch III'''
|'''Dodge A Punch III'''
|Headlock Choke II
|Headlock Choke II
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.
|Gain +1 REF.
Gain the Evasive III talent from the Armor specialization track if you meet its prerequisites.
|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
|-
|'''Headlock Choke III'''
|'''Headlock Choke III'''
|Dodge a Punch 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.
|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''
|''Pugilist, Wrestling''
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|''Pugilist, Wrestling''
|''Pugilist, Wrestling''
|-
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|'''[[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. 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.
|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.
Gain the Knockout Ability.


* <u>Knockout</u>: (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.
* '''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.
** <u>Level 30</u>: 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, Wrestling, '''Capstone'''''
|''Pugilist, Wrestling, '''Capstone'''''
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|-
|-
|'''Go For the Knees'''
|'''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.
|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'''
|'''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.
|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'''
|'''Headlock'''
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|-
|-
|'''Jab'''
|'''Jab'''
|You can use the Exploit advanced maneuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).
|You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).
|-
|-
|'''Mind Games'''
|'''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.
|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.
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|-
|'''Psych Out'''
|'''Psych Out'''
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|-
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|'''Roll'''
|'''Roll'''
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.
|When you are knocked Prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.
|-
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|'''Shove'''
|'''Shove'''
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|-
|-
|'''Suplex'''
|'''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.
|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'''
|'''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 [[Tactical Advantages|TA]].
|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'''
|'''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.
|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.
|}
|}