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View Full Version : My First stab at a core class- The Pugilist



Onryou
2008-04-15, 04:47 PM
Just something I threw together, mechanically its somewhere between the ranger and the monk, but I think it has more of a western feel than the monk does. I flavored its abilities more along the lines of a greek wrestler/boxer (even though I know some of the ability names are not).

Pugilist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Unarmed Damage|Special

1st|
+1|
+2|
+2|
1d6|
+0|Improved Unarmed Strike, Unarmored Defense +2

2nd|
+2|
+3|
+3|
+1|
1d6|Combat Style, Evasion

3rd|
+3|
+3|
+3|
+1|
1d6|Mobility, Unarmored Defense +3

4th|
+4|
+4|
+4|
+1|
1d8|Spirits of the Fray

5th|
+5|
+4|
+4|
+2|
1d8|Hammer Fist

6th|
+6|
+5|
+5|
+2|
1d8|Improved Combat Style, Unarmored Defense +4

7th|
+7|
+5|
+5|
+2|
1d8|Combat Relexes

8th|
+8|
+6|
+6|
+3|
1d10|Two Weapon Fighting

9th|
+9|
+6|
+6|
+3|
1d10|Improved Evasion, Unarmed Defense +5

10th|
+10|
+7|
+7|
+3|
1d10|Improved Hammer Fist

11th|
+11|
+7|
+7|
+4|
1d10|Combat Style Mastery

12th|
+12|
+8|
+8|
+4|
2d6|Unarmored Defense +6

13th|
+13|
+8|
+8|
+4|
2d6|Improved Two Weapon Fighting

14th|
+14|
+9|
+9|
+5|
2d6|Slip and Strike

15th|
+15|
+9|
+9|
+5|
2d6|Unarmored Defense +7

16th|
+16|
+10|
+10|
+5|
2d8|Knockout Blow

17th|
+17|
+10|
+10|
+5|
2d8|Dim Mak

18th|
+18|
+11|
+11|
+6|
2d8|Unarmored Defense +8

19th|
+19|
+11|
+11|
+6|
2d8|Improved Knockout Blow

20th|
+20|
+12|
+12|
+6|
2d10|Improved Dim Mak[/table]

HD: d10
Skill Points: 2 + Int Modifier
Class Skills: The Pugilist’s class skills (and the key ability for each) are Climb (str), Craft (int), Intimidate (cha), Jump (str), Ride (dex), and Swim (str).
Class Features
All of the following are class features of the Pugilist.

[b]Weapon and Armor Proficiency
The Pugilist is proficient with all simple weapons, but not with armor or shields.

Improved Unarmed Strike- At 1st level the Pugilist gains Improved Unarmed Strike as a bonus feat.
Unarmored Defense- At 1st level the Pugilist gains a +2 natural bonus to his AC. This bonus increases to +3 at 3rd level and increases by +1 every 3 levels afterwards (+4 at 6th, +5 at 9th, +6 at 12th, +7 at 15th, and +8 at 18th). The Pugilist only benefits from this bonus while wearing no armor.
Combat Style- At 2nd level the Pugilist must choose between combat styles.
Boxing- If the Pugilist chooses the boxing path he gains the Power Attack feat.
Wrestling- If the Pugilist chooses the wrestling path he gains the Improved Grapple feat.
Evasion- At 2nd level the Pugilist gains Evasion as a bonus feat.
Mobility- At 3d level the Pugilist gains Mobility as a bonus feat.
Spirits of the Fray- Starting at 4th level the Pugilist may add his Wis Bonus to his initiative.
Hammer Fist- Starting at 5th level, the Pugilist adds 1 ½ his strength modifier to his unarmed damage when attacking with his highest attack modifier. At 10th level he may add 2x his strength modifier.
Improved Combat Style- At 6th level the Pugilist’s ability at his chosen form of combat increases.
Boxing- A boxing Pugilist gains Improved Bullrush.
Wrestling- A wrestling Pugilist gains the Sleeper Lock ability. If the character pins his opponent and maintains the pin for 1 full round, the opponent must make a Fort save (DC 10 + Pugilist Level + the Pugilist’s Wis Mod) or fall unconscious for 1d3 rounds. A creature with no discernable anatomy is immune to this ability.
Combat Reflexes- At 7th level the Pugilist gains the Combat Reflexes feat.
Two Weapon Fighting- At 8th level the Pugilist gains the Two Weapon Fighting feat.
Improved Evasion-At 9th level the Pugilist gains the Improved Evasion feat.
Combat Style Mastery- At 11th level the Pugilist’s combat aptitude improves again.
Boxing- A boxing Pugilist gains the Improved Overrun feat.
Wrestling- A wrestling Pugilist gains the Devastating Grapple ability. If he pins his opponent and maintains the grapple for 3 consecutive rounds, the opponent must make a Fort Save (DC 10 + Pugilist Level + the Pugilist’s Wis modifier) at the end of the 3rd round or die. A creature with no discernable anatomy is immune to this ability.
Improved Two Weapon Fighting- At 13th level the pugilist gains the Improved Two Weapon Fighting feat.
Slip and Strike- At 14th level the Pugilist’s combat reflexes have developed to a degree that allows him to take advantage of any opening in his opponent. By fighting defensively, a Pugilist may take advantage of a missed attack against him to make an Attack of Opportunity against his opponent.
Knockout Blow- Starting at 16th level a Pugilist may take a Full Round action to deliver a devastating blow to his opponent’s head. If this attacks lands, his target must immediately make a Fort save (DC 10 + damage dealt) or be knocked unconscious for 1d4 rounds.
At 19th level the Pugilist may use his Knockout Blow as a standard action.
Dim Mak-At 17th level, the Pugilist becomes substantially more deadly, as a standard action he may perform a coup de grace against his target.
At 20th level this attack no longer provokes attacks of opportunity.