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Natural fighters, Pugilists are masters of melee & hand-to-hand combat, specializing in hastening the actions of their allies while delaying the attacks of their enemies. Coming from a wide variety of backgrounds, Pugilists often serve as guardians for a Summoner, protecting them so that they may accomplish their mission of defeating Sin. Those that don’t become guardians usually become either soldiers, Crusaders (see below), or thugs.
Alignment: Any.
Hit Die: d8.
Class Skills: The Pugilist’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), & Tumble (Dex).
Skill Points at 1st Level: (4 + Intelligence modifier) × 4.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
MP per Level: 1d6+4.
Hume Pugilist Starting Package
- Armor: chain shirt (+4AC, armor check penalty -2, speed 30’, 25lbs), buckler (+1AC, armor check penalty -1, 5lbs)
- Weapons: long sword (1d8, 19-20/×2, 4lbs, slashing)
- Skill Selection: pick a number of skills equal to 5 + Intelligence modifier
- Feat: Dodge
- Bonus Feat: Mobility
- Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit
- Gold: 4d4gp (10gp)
Table 1-1: The Pugilist
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+0|+2|+0|Cheer|7.5
2nd|+1|+0|+3|+0|Uncanny Dodge|15
3rd|+2|+1|+3|+1|Flee|22.5
4th|+3|+1|+4|+1|Evasion|30
5th|+3|+1|+4|+1|Haste|37.5
6th|+4|+2|+5|+2|Bonus Feat|45
7th|+5|+2|+5|+2|Provoke|52.5
8th|+6/+1|+2|+6|+2|Improved Uncanny Dodge|60
9th|+6/+1|+3|+6|+3|Delay Attack|67.5
10th|+7/+2|+3|+7|+3|Improved Evasion|75
11th|+8/+3|+3|+7|+3|Slow|82.5
12th|+9/+4|+4|+8|+4|Bonus Feat|90
13th|+9/+4|+4|+8|+4|Slowga|97.5
14th|+10/+5|+4|+9|+4|Crippling Strike|105
15th|+11/+6/+1|+5|+9|+5|Delay Buster|112.5
16th|+12/+7/+2|+5|+10|+5|Defensive Roll|120
17th|+12/+7/+2|+5|+10|+5|Hastega|127.5
18th|+13/+8/+3|+6|+11|+6|Bonus Feat|135
19th|+14/+9/+4|+6|+11|+6|Slippery Mind|142.5
20th|+15/+10/+5|+6|+12|+6|Quick Hit|150[/table]
Class Features
All of the following are class features of the pugilist. See level progression on
Table 1-1: The Pugilist for more information.
Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, & with light armor & shields (except tower shields)
Cheer (Su): at 1st level, you can bolster the fighting spirit of your party; this ability grants all allies within 30' (including yourself) a +2 morale bonus to Strength & Dexterity for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a
curse effect, or die (even if they are revived during the same encounter); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP
Uncanny Dodge (Ex): at 2nd level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker; however, you still lose your Dexterity bonus to AC if immobilized; if you already have Uncanny Dodge from a different class, you automatically gain Improved Uncanny Dodge instead
Flee (Su): at 3rd level, you can grant all allies within 30' (including yourself) an increase to their base land speed or swim speed of +30’, similar to an
expeditious retreat spell; this increase is treated as an enhancement bonus; there is no effect on other modes of movement, such as burrow, climb, or fly speeds; as with any speed increase, this ability affects jumping distances; this can only be used to escape from the current encounter, & the entire party must travel in the same direction; this is a move action that does not provoke attacks of opportunity; against a group of opponents with an ECL higher than your party’s average level + 1, this ability will not work; this ability does not consume any MP to use
Evasion (Ex): at 4th level, you can avoid even magical & unusual attacks with great agility; if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage instead; Evasion can be used only if you are wearing light armor or no armor; you gain no benefit of Evasion while you are helpless
Haste (Sp): at 5th level, you can accelerate any 1 ally within 30’ (including yourself); anyone affected gains a +10 bonus to their Initiative for the rest of the encounter; in addition, those affected can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a
slow effect, a
curse effect, a
dispel effect, or die (even if they are revived during the same encounter); multiple
haste effects do not stack; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use
Bonus Feat: at 6th, 12th & 18th level, you gain a bonus feat; this feat must be a fighter feat; you must still meet all prerequisites for a bonus feat; these bonus feats are in addition to the feats that a character of any class gets from advancing levels
Provoke (Sp): at 7th level, you can aggravate your enemies, causing them to attack you instead; this affects all opponents within 30’, so for the next 3 rounds those enemies will attack you, to the exclusion of other viable targets, including your allies; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Improved Uncanny Dodge (Ex): at 8th level, you can no longer be flanked; this defense denies an attacked the ability to sneak attack you by flanking you, unless the attacker has at least 4 more rogue or bandit levels than you have pugilist levels; if you already have Uncanny Dodge from another class, you automatically gain Improved Uncanny Dodge instead, & the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank you
Delay Attack (Ex): at 9th level, upon a successful melee attack, you can give your opponent a -5 Initiative penalty for the next round; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that does not provoke attacks of opportunity; this ability costs 8MP to use
Improved Evasion (Ex): at 10th level, this ability works like Evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, henceforth you take only half damage on a
failed save; you gain no benefit of Improved Evasion while you are helpless
Slow (Sp): at 11th level, you can decelerate any 1 opponent within 30’; the creature gains a -10 penalty to their Initiative for 1d4+1 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a
haste effect or the effect expires; multiple
slow effects do not stack, but overlap; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use
Slowga (Sp): at 13th level, you can spend an extra 8MP (20MP total) in order to increase the decelerating power of
Slow so that it affects all opponents within 30’; the creatures gain a -10 penalty to their Initiative for 1d4+1 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a
haste effect or the effect expires; multiple
slowga effects do not stack, but overlap; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity
Crippling Strike (Ex): at 14th level, you can attack opponents with such precision that your blows weaken & hamper them; an opponent damaged by one of your critical hits also takes 2 points of damage to any 1 ability score (your choice); ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist
Delay Buster (Ex): at 15th level, you can spend an extra 10MP (18MP total) in order to increase the delaying power of
Delay Attack so that is confers a -20 Initiative penalty for the next round upon an opponent struck by a successful melee attack; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that does not provoke attacks of opportunity
Defensive Roll (Ex): at 16th level, you can roll with a potentially lethal blow to take less damage from it than you otherwise would; once per day, when you would be reduced to 0 or fewer HP by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage; to use this ability, you must attempt a Reflex saving throw (DC = the damage dealt); if the save succeeds, you take only half damage from the blow; if it fails, you take full damage; you must be aware of the attack & be able to react to it in order to execute your defensive roll; if you are denied her Dexterity bonus to AC, you cannot use this ability; since this effect would not normally allow you to make a Reflex save for half damage, your Evasion ability does not apply to the Defensive Roll.
Hastega (Sp): at 17th level, you can spend an extra 22MP (30MP total) in order to increase the accelerating power of
Haste so that it affects all allies within 30’ (including yourself); anyone affected gains a +10 bonus to their Initiative for the rest of the encounter; in addition, those affected can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a
slow effect, a
cursed effect, a
dispel effect, or die (even if they are revived during the same encounter); multiple
hastega effects do not stack; this is a standard action that provokes attacks of opportunity
Slippery Mind (Ex): this ability represents your ability to wriggle free from magical effects that would otherwise control or compel you; at 19th level, if you are affected by an enchantment spell or effect & fail your saving throw, you can attempt it again 1 round later at the same DC; you get only this 1 extra chance to succeed on your saving throw
Quick Hit (Ex): at 20th level, upon a successful melee attack against an opponent, you can give yourself a +20 Initiative bonus for the next round & perform an extra attack action, move action, or swift action during the next round as well; this is a standard action that does not provoke attacks of opportunity; this ability costs 12MP to use