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View Full Version : Pugilist Base class, review please



Starbuck_II
2005-09-07, 04:06 PM
I'm trying to make sure my Pugilist is balanced.

It is basically a unarmed warrior (unlike monk wears armor). He doesn't have Ki so his fists never go beyond 2 size increase: 1d3 becomes 1d6 for example like monk.
Instead he gets bonus nonlethal damage and other goodies. Also he uses his improved unarmed damage with guantlets too.

Pugilist
Some warriors train with the sword and shield while others might fight with a battle axe.
The pugilist fights with little weapons, mostly none at all. Though many would compare Pugilist to monks who also study unarmed martial arts, important distinctions exist.
While monks achieve their abilities through years of rigid, organized training and through supernatural techniques; Pugilists tend to be self-taught, or learn from traveling masters in their own style.
In many ways, Pugilist resemble Fighters more than monks, and indeed many regions that produce Fighters are likely to produce a good number of Pugilists as well.

Adventures : Many Pugilists, having developed their skills personally, see an adventure as a chance to prove themselves and their abilities. Pugilists, as a side product of their unique stance toward fighting, tend to have a fearless, headfirst attitude toward the dangers presented by adventuring. Pugilists adventure just like any other classes usually trying to improve themselves or their armor.
Characteristics : Pugilist like fighters still use gauntlets and other simple weapons. They fight without martial weapons though. They learn to lessen damage from non-lethal nature as well as hit harder. Like a Fighter they wear all kinds of armor, but like Monk fight unarmed or wearing gauntlets dealing more damage than normal.

Alignment : Pugilists come with all possible outlooks on life. No alignment is dependant upon a Pugilist. Lawful ones might train under schools and live like Monks, and chaotic ones might live like a Barbarian on their own.

Religion : Most pugilists prefer not to be tied down by religion at all, rather just following their own hearts. Though Kord (god of strength) and St. Cuthbert (god of retribution) are strong candidates.

Background : Pugilists are usually taught at some point by a master who approaches or meets the likely person. Afterwards, many pugilist train themselves from there on, but a few stick with the masters waiting for more training.

Races : Gnomes are great Pugilist even with their reduced strength. They see it as fun and more sensible unarmed combat compared to the strict discipline of the Monk. Halfling Pugilist are legendary as you may hear about them but rarely see them. Half-Orcs make good pugilists with their great strength. Humans believe the faster way to learn unarmed combat is the way of a pugilist.

Other classes: Pugilists and Monks get along get together because they have common skills and both possess the ability to fight unarmed. They serve supporting role to Fighter or Barbarian; walking up to enemy and slugging it out beside them. They like the Clerics and their healing, but aren’t always interested in their preaching. They prove themselves reliable companions when needed though.

Role :
They can fill the bodyguard or Tank role that Fighters usually try. Although their damage is usually lower than a Monks, they hit more accurately. He makes an excellent scout, hearing and seeing enemies before hand.
Pugilist
Abilities: A High Con gives the Pugilist extra life and Fort saves, but also gives them additional damage reduction against nonlethal damage. A strength adds more damage as well as boosting skills that use strength.
Starting Gold: 4d4 x10 gp.
Alignment : Any.
Hit Die : d10.

Class Skills
The Pugilist's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), (Cha), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x?4.
Skill Points at Each Additional Level: 2 + Int modifier.


Table: The Pugilist
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Improved Unarmed Strike
2nd +2 +3 +0 +0 Heavy Hitter + 2
3rd +3 +3 +1 +1 Stunning Blow
4th +4 +4 +1 +1 Iron Jaw
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Shake Off, Circular Kick
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Heavy Hitter + 4, Knock Down
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Mettle, Stand Tough 1/day
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Shattering Strike
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Heavy Hitter + 6
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Decisive Blow
17th +17/+12/+7/+2 +10 +5 +5 Stand Tough 2/day
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Heavy Hitter + 8

Class Features
All of the following are class features of the Pugilist.
Weapon and Armor Proficiency : A Pugilist is proficient with all simple weapons and all armor and all shields( not tower shields).
Improved Unarmed Strike : At level 1, a Pugilist gets the Feat IUS, he also deals more damage than normal with non-spiked gauntlets or unarmed strikes: he deals damage as two size higher. So 1d3 medium becomes 1d6. Usually a Pugilist's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
Stunning Blow (Su): At level 3, a Pugilist can strike people in vulnerable areas stunning them. This can be used 1/3 Pugilist levels (6 uses at 18th level). You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Blow forces a foe damaged by your unarmed attack (whether by unarmed strikes or a gauntlet) to make a Fortitude saving throw (DC 10 + ˝ Pugilist level + Con modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1d4 rounds. A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Iron Jaw (Ex): A Pugilist can take blows that would knock out a man. At level 4, a Pugilist gains his 1 + Con modifier as a special Damage Reduction that functions only against non-lethal damage. He also receives +2 bonus on Fort saves. For example, a Pugilist with a Con Modifier of +2 gains 3/lethal damage.
Shake Off (Ex): Pugilist at level 6 receive 1/4th their Pugilist level as a bonus on saves against becoming stunned. Also Duration for being stunned reduced by 1 round/3 levels (if reduced to 0 rounds or less, it doesn't affect a Pugilist.)
Circular Kick (Ex): A Pugilist learns how to fight better when partially surrounded or flanked. When a Pugilist of level 6 or higher makes a successful unarmed attack roll you get a free extra attack roll (at same BAB as the successful one) against a different opponent that is within the area you threaten. This only activates 1/round.
Heavy Hitter (Ex): A Pugilists non-spiked Gauntlets or their unarmed strikes gain a bonus +2 Non-lethal damage. This bonus increases by +2 every 6 levels after. Pugilist specialize in taking someone out, but it even functions when trying to kill someone.
Knock Down (Ex): At level 8, a Pugilist becomes more able to resist tripping and their mighty blows can knock enemies off their feet. A Pugilist gains +2 bonus on all trip attempts. Also when he deals 10 or more damage to a opponent in melee, he can make a trip attempt as a free action (this attempt doesn't provoke an attack of opportunity). However, without Improved trip, normal attempts to trip will provoke attacks of opportunity.
Mettle (Ex): Starting at level 10, a Pugilist determination allows him to shrug off magical effects that would otherwise harm him. If a Pugilist make a successfully will or Fort save that would normally reduce the spell's effect (such as a spell with entry Will partial or Fortitude half) he instead negates the effects.
Stand Tough (Ex): At level 10, a Pugilist can attempt to shake off damage when damaged in combat (from a weapon or blow, but not a spell or special ability). To do this you attempt a Fort Save against DC =damage dealt. If successful, he takes no lethal damage, instead nonlethal equal to ˝ amount of damage the blow would have dealt. Iron Jaw functions against the nonlethal damage reducing it further. If he fails the save, he takes the damage as normal. At level 17, a Pugilist can do this 2/day.
Shattering Strike (Ex): A Pugilist can split wood into two with practice and he proves this at level 12, he gains Improved Sunder feat. As well as his unarmed strike or gauntlet counts as a 1-handed weapon not light for the purposes of the opposed attack rolls to sunder another's weapons. If he already has Improved Sunder, he may choose any general feat instead.
Decisive Blow (Ex): A Pugilist at level 16, gains a bonus to their critical multiplier on non-spiked gauntlets and unarmed strikes. Normal Unarmed strike deals criticals at 20 X2, this would increase it to X3. This stacks for any ability that increases critical threat or multiplier

The_Werebear
2005-09-07, 05:06 PM
Pretty good. I like the flavor

In an unarmed fight, these guys will be gods. In one with weapons, maybe not so much.

Starbuck_II
2005-09-07, 05:18 PM
Thanks, well one could always get Enhancements.

+5 Guantlets of Flaming, frost, etc

Could be useful. No less weak than shortsword at least.

And when not against undead, constructs, or animated objects you can deal extra nonlethal.

And hey, you can always disarm opponents and take there weapons lol.