Pugilist

"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

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.

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.