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Baron Corm
2007-10-22, 09:38 PM
A boxer is a person with a strong will who dives headfirst into melee combat and fights with the only two weapons he was born with - his fists. There are boxers who lack heart, but those aren't the ones who become legends. Tales abound of men, armed only with their bodies, who beat balors into pulp through single-minded perseverance and incredible punching power.

Of course, to those who know what to look for, the art of boxing is actually quite an intellectual ordeal. Boxers back up their arm and heart strength with a knowledge of combat; when to bob, when to weave, and how to create an opening for their haymaker.

PEACH :smallcool:

Boxer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Box

2nd|
+2|
+3|
+3|
+3|Boxing technique

3rd|
+3|
+3|
+3|
+3|Fighting spirit, fight smart

4th|
+4|
+4|
+4|
+4|Boxing technique

5th|
+5|
+4|
+4|
+4|Uncanny dodge

6th|
+6/+1|
+5|
+5|
+5|Boxing technique

7th|
+7/+2|
+5|
+5|
+5|Masterful feinting

8th|
+8/+3|
+6|
+6|
+6|Boxing technique

9th|
+9/+4|
+6|
+6|
+6|Damage reduction 1/-

10th|
+10/+5|
+7|
+7|
+7|Boxing technique

11th|
+11/+6/+1|
+7|
+7|
+7|Greater fighting spirit

12th|
+12/+7/+2|
+8|
+8|
+8|Boxing technique

13th|
+13/+8/+3|
+8|
+8|
+8|Damage reduction 2/-

14th|
+14/+9/+4|
+9|
+9|
+9|Boxing technique

15th|
+15/+10/+5|
+9|
+9|
+9|Damage reduction 3/-

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Boxing technique

17th|
+17/+12/+7/+2|
+10|
+10|
+10|Legendary reflexes

18th|
+18/+13/+8/+3|
+11|
+11|
+11|Boxing technique

19th|
+19/+14/+9/+4|
+11|
+11|
+11|Damage reduction 4/-

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Final round knockout, boxing technique[/table]

Alignment: Any
Hit Die: d10
Class Skills: Bluff, Intimidate, Knowledge (any), Spot, Sense Motive, Jump, Tumble
Skill Points at 1st Level: (4 + Int modifier) 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Weapon and Armor Proficiencies

A boxer is not proficient with any weapons, armor, or shields. A boxer who carries a weapon or shield or wears medium or heavy armor loses all class features, though he may wear light armor without penalty if he receives the proper feat.

Box (Ex)

A boxer deals lethal damage with an unarmed strike. He must take a -4 penalty on attack rolls to deal nonlethal damage. His unarmed strike is considered to be a natural weapon. He gains Improved Unarmed Strike as a bonus feat.

A boxer adds his Intelligence bonus to AC in addition to his Dexterity bonus. This only applies if the boxer is in melee. It is also invalid any time the boxer is denied his Dexterity bonus to AC.

A boxer uses his Intelligence bonus for Sense Motive checks when defending against a feint instead of his Wisdom bonus.

Boxing Techniques (Ex)

At every even level, a boxer learns a boxing technique from the below list. A master boxer will have mastered every technique, but the ones he learns first decide his style for much of his career. Power Attack may be used with any technique except for a jab. No techniques except the cross, liver punch, and rabbit punch may be used with a charge.

A boxer may use the equivalent of an additional standard action's worth of techniques during a round equal to his Dexterity modifier or his Intelligence modifier (whichever is higher), but to a maximum of the lower ability bonus. This number can be 0, but it can't be negative.

If he wishes, the boxer may exchange this standard action for a 5-foot step. The standard action may not be used for anything other than a 5-foot step or a boxing technique.

Jab (req level 2) - A weak, quick punch. Attacks once as a swift action, adding only .5x Strength modifier to damage.

Cross (req level 2) - A straight punch with the dominant hand. Attacks once as a standard action, adding 1.5x Strength modifier to damage. Doubles damage dealt from Power Attack. May be used with a charge.

Hook (req level 2) - A curved strike from the side. Slower and more powerful than a jab, but faster and weaker than a cross. Attacks once as a swift action.

Uppercut (req level 4) - A powerful blow from below. Attacks once as a standard action, adding 3x Strength modifier to damage. Multiplies damage from Power Attack by 5.

Goad (req level 4) - Taunts a creature into dropping its defenses, however it may serve to only make the creature mad. Make an Intimidate check against the creature. If you succeed, the creature is driven to destroy you as best it can for the rest of the encounter and takes a penalty to AC equal to your Charisma bonus. It may still choose to run away if it desires. If you fail, the creature gains a bonus equal to its Charisma score on any attack rolls made against you during the encounter. There are no retries, but you may use this against multiple creatures (one at a time).

One-Two Punch (req level 8, jab, cross) - A jab followed by a cross. Attacks twice as a full-round action at the boxer's highest attack bonus, with the first attack functioning as a jab and the second as a cross. The boxer may feint as a free action after the first attack. The boxer may substitute any punch in for cross as long as it is a standard action and he has learned the punch (though cross remains a prerequisite).

Counterpunch (req level 8) - A retaliatory attack. Uses any technique as a free action when a melee attacker fails his attack roll by (21 - class level). Also allows techniques to be used instead of regular attacks during Attacks of Opportunity.

Haymaker (req level 12) - The most powerful punch a boxer can muster. Attacks once as a full-round action, adding 5x Strength modifier. Multiplies damage from Power Attack by 10.

Liver Punch (req level 12) - A blow straight to an organ. May only be used if the target is denied its Dexterity bonus to AC and vulnerable to critical hits. Attacks once as a standard action and forces the target to make a Fortitude save (DC 10 + 1/2 class level + Dex, Str, Cha, or Int mod, whichever is highest) or be nauseated for 1 round/3 levels if the attack connects. A liver punch may be used with a charge.

Rabbit Punch (req level 16) - A punch to the neck or back of the head. May only be used if the target is denied its Dexterity bonus to AC and vulnerable to critical hits. Attacks once as a standard action and forces the target to make a Fortitude save (DC 10 + 1/2 class level + Dex, Str, Cha, or Int mod, whichever is highest) or die if the attack connects. A creature who makes their save must make a second Fortitude save or be permanently paralyzed. A rabbit punch may be used with a charge.

Fighting Spirit (Ex)

At level 3, a boxer adds his Charisma bonus to Will saves instead of his Wisdom bonus.

Fight Smart (Ex)

At level 3, a boxer may add his Intelligence bonus to attack rolls against creatures he is engaged in melee with.

Uncanny Dodge (Ex)

At level 5, a boxer receives Uncanny Dodge.

Masterful Feinting (Ex)

At level 7, a boxer adds his base attack bonus to his Bluff check when making a feint.

Damage Reduction (Ex)

At level 9, a boxer gains damage reduction 1/-. This increases by 1/- at levels 13, 15, and 19.

Greater Fighting Spirit (Ex)

At level 11, a boxer adds his Charisma modifier times his class level to the damage he may take beyond -10 before dieing. In addition, he adds his Charisma modifier to all of his saving throws (now adding it twice to Will). This does not stack with Dark Blessing or any similar class feature.

Legendary Reflexes (Ex)

At level 17, a boxer gains the ability to use his additional standard actions set aside for techniques each time he counters using his counterpunch technique (if he has it).

Final Round Knockout (Ex)

At level 20, a boxer gains the ability to put all of his heart into quickly finishing his opponent. For 1 minute, he multiplies all damage rolls by his Charisma bonus and adds his Charisma bonus to all attack rolls. Using this ability is as strenuous as running. You may add your Charisma bonus to Constitution checks made to continue using it. This ability may not be used unless the boxer is in a situation of desperation, as determined by the DM.

Azerian Kelimon
2007-10-22, 09:42 PM
WAY too powerful. The Haymaker screams Leap attack abuse. Also, how will a boxer overcome DR? Could you craft boxing gloves, or at least give him some way of doin' that?

Baron Corm
2007-10-22, 09:52 PM
can't use haymaker with a charge, so you can't use it with leap attack (i think?)

the idea was that to overcome DR at low levels he would just use an uppercut, while at high levels he could either use the haymaker or he could just liver punch or rabbit punch them. if someone played him and he still had problems you could of course make a custom gloves item.