Tanuki Tales
2011-08-26, 01:59 PM
Prize Fighter
http://i166.photobucket.com/albums/u98/The_Logos/Ladd-1.jpg
”C'mon, put up ya dukes! You think you're Pete Hammond? Haha, more like Jack Dempsey! Or more like Jack Johnson! You got no moxie! You got no technique! ...do you even know any of these boxers I'm talkin' about? Any red-blooded American would have to know what I'm talking about, RIGHT!? You don't? Oh, you don't!? I'll make you pay for not knowin' them! Of course, even if you did know 'em, you'd still! Have! To! PAAAAAAY!”
-Ladd Russo, Baccano!.
Born from the mean streets of a sprawling urban behemoth, groomed from the best disciples of an old hand or just some schmuck with innate skill, they all excel at the "sweet science". But it goes deeper than that; they connect to something grand and primal, unlocking the mysteries of what is more commonly known as "blade magic" as they pound some poor fool into patty with their bare hands. A Prize Fighter rarely even cares that they've unlocked this strange power in themselves, more interested in the violent and exhilarating lives that they lead.
Prize Fighters are brutal grand standers, visceral performance artists or just a big lunk who's trying to get by in life. They may not have the primal fury of a Barbarian, the tactical training of a Fighter or the rigorous discipline of the Monk, but they do have the grit and the chops to cut out in any outfit that any other warrior gets into. Though Prize Fighters are normally athletes confined to cities it's not unheard of for them to give up (or be tossed out of) the fighting circles they practice in to explore the world at large and bring the "sweet science" to play on a much larger stage than ever before.
Role: The Prize Fighter fits similar roles to the Barbarian, Fighter and Monk. They are meant to be in the front lines of combat, taking harm and attention away from their compatriots while laying down the hurt on those who would be their enemies.
Alignment: Any except True Neutral.
Hit Dice: d8
Class skills: Acrobatics (Dex), Climb (Str), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Heal (Wis), Knowledge (Local), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Slight of Hand (Dex), Stealth (Dex), Swim (Str)
Skills: 6+Intelligence Modifier per level
{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Rapid Fire Fisticuffs Attack Bonus|Maneuvers Known|Maneuvers Readied|Stances Known|
Special
1st|
+1|
+2|
+2|
+0|
-1/-1|
5|
3|
1|
Dukes, Fast Movement, Good Right Hook (+1d4), Rapid Fire Fisticuffs
2nd|
+2|
+3|
+3|
+0|
+0/+0|
5|
3|
2|
AC Bonus, Bonus Feat, Evasion
3rd|
+3|
+3|
+3|
+1|
+1/+1|
6|
3|
2|
Punch Drunk, Roll with the Punches
4th|
+4|
+4|
+4|
+1|
+2/+2|
6|
4|
2|
Find the Sweet Spot, Good Right Hook (+2d4), Moxie (Magic)
5th|
+5|
+4|
+4|
+1|
+3/+3|
7|
4|
3|
Bonus feat, Let's Dance +1, Put 'em up!
6th|
+6/+1|
+5|
+5|
+2|
+4/+4/-1|
7|
4|
3|
Get in his face, Physically fit
7th|
+7/+2|
+5|
+5|
+2|
+5/+5/+0|
8|
4|
3|
Ring Tyrant, Second Wind
8th|
+8/+3|
+6|
+6|
+2|
+6/+6/+1/+1|
8|
4|
3|
Bonus Feat, No Pain, No Gain
9th|
+9/+4|
+6|
+6|
+3|
+7/+7/+2/+2|
9|
4|
4|
Good Right Hook (+3d4), Improved Evasion
10th|
+10/+5|
+7|
+7|
+3|
+8/+8/+3/+3|
9|
5|
4|
Bonus feat, Let's Dance +2 Moxie (Alignment)
11th|
+11/+6/+1|
+7|
+7|
+3|
+9/+9/+4/+4/-1|
10|
5|
4|
Hold your Liquor, Uncanny Dodge
12th|
+12/+7/+2|
+8|
+8|
+4|
+10/+10/+5/+5/+0|
10|
5|
4|
Exploit the Blindspot
13th|
+13/+8/+3|
+8|
+8|
+4|
+11/+11/+6/+6/+1|
11|
5|
4|
Good Right Hook (+4d4), Iron Soul
14th|
+14/+9/+4|
+9|
+9|
+4|
+12/+12/+7/+7/+2|
11|
6|
5|
Bonus feat, Haymaker
15th|
+15/+10/+5|
+9|
+9|
+5|
+13/+13/+8/+8/+3|
11|
6|
5|
Let's Dance +3, Uppercut Finish
16th|
+16/+11/+6/+1|
+10|
+10|
+5|
+14/+14/+9/+9/+4/-1|
12|
6|
5|
Bonus Feat, Moxie (Material)
17th|
+17/+12/+7/+2|
+10|
+10|
+5|
+15/+15/+10/+10/+5/+0|
12|
6|
5|
Good Right Hook (+5d4), Perfect Specimen
18th|
+18/+13/+8/+3|
+11|
+11|
+6|
+16/+16/+11/+11/+6/+1|
13|
6|
5|
Bonus feat, Fancy Footwork
19th|
+19/+14/+9/+4|
+11|
+11|
+6|
+17/+17/+12/+12/+7/+2|
13|
6|
5|
Intimidating Legend
20th|
+20/+15/+10/+5|
+11|
+11|
+6|
+18/+18/+13/+13/+8/+3|
14|
7|
6|
Let's Dance +4, Pugilist of Myth
[/table]
Class Features:
Weapon and Armor Proficiency: Prize Fighters are proficient with all simple weapons and light armor.
Maneuvers: Prize Fighter's begin their career with knowledge of five martial maneuvers. The disciplines available to them are Black Heron (http://www.giantitp.com/forums/showthread.php?t=100874), Diamond Mind, Iron Heart, Life's Blood (http://www.giantitp.com/forums/showpost.php?p=10181187&postcount=14), and Stone Dragon.
Upon reaching 4th level, and at every even-numbered Prize Fighter level after that (6th, 8th, 10th, and so on), he can choose to learn a new maneuver in place of one you already know. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observe their restriction on the highest-level maneuvers they know; he need not replace the old maneuver with a maneuver of the same level.
He can swap only a single maneuver at any given level.
Maneuvers Readied: A Prize Fighter can ready three of his five maneuvers known at 1st level, and as he advances in level and learn more maneuvers, he is able to ready more, but he must still choose which maneuvers to ready. He readies his maneuvers by exercising for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes exercising, he can change his readied maneuvers.
He can recover an expended maneuver with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with his weapon). He cannot initiate a maneuver or change his stance while you are recovering your expended maneuvers, but he can remain in a stance in which he began his turn.
Stances Known: A Prize Fighter begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 14th, and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently is using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, he cannot learn a new stance at higher levels in place of one he already knows.
Dukes: At 1st level, a Prize Fighter gains Improved Unarmed Strike as a bonus feat. A Prize Fighter's attacks may be with fist, elbows, knees, and feet. This means that a Prize Fighter may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Prize Fighter striking unarmed. A Prize Fighter may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Prize Fighter's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Prize Fighter's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
{table=head]Level|Small Unarmed Damage|Medium Unarmed Damage|Large Unarmed Damage
1st-3rd|
1d4|
1d6|
1d8|
4th-7th|
1d6|
1d8|
2d6|
8th-11th|
1d8|
1d10|
2d8|
12th-15th|
1d10|
2d6|
3d6|
16th-19th|
2d6|
2d8|
3d8|
20th-23rd|
2d8|
2d10|
4d8|
24th-27th|
2d10|
3d8|
6d8|
28th-31st|
3d8|
4d8|
8d8|
32nd-35th|
4d8|
6d8|
12d8|
36th-41st|
6d8|
8d8|
11d10|[/table]
Fast Movement (Ex): A Prize Fighter’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the Prize Fighter’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Prize Fighter's land speed.
Good Right Hook (Ex): A Prize Fighter relies on on their footwork and timing to really lay the hurt on their foes. He deals an extra 1d4 points of damage on all attacks he makes during any round that he moves at least 5 feet [A 5 foot step does not count for this purpose]. The extra damage only applies to attacks taken during the Prize Fighter's turn.
The extra damage only applies against creatures that the Prize Fighter can see or discern and are not immune to critical hits or precision damage.
This class feature counts as the Skirmish class feature for any ability, feat or effect that requires or affects the Skirmish class feature. This ability does not allow a Prize Fighter to qualify for Prestige classes that require the Skirmish class feature.
Rapid Fire Fisticuffs (Ex): Starting at 1st level, a Prize Fighter can make a Rapid Fire Fisticuffs as a standard action. When doing so he may make one additional attack using any combination of unarmed strikes as if using the Two-Weapon Fighting feat (even if the Prize Fighter does not meet the prerequisites for the feat).
A Prize Fighter applies his full Strength bonus to his damage rolls for all successful attacks made with Rapid Fire Fisticuffs, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A Prize Fighter may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a Rapid Fire Fisticuffs and may substitute one of the unarmed attacks to initiate a maneuver. A Prize Fighter cannot use any weapon other than an unarmed strike as part of a Rapid Fire Fisticuffs. A Prize Fighter with natural weapons cannot use such weapons as part of a Rapid Fire Fisticuffs, nor can he make natural attacks in addition to his Rapid Fire Fisticuffs attacks.
AC Bonus (Ex): Starting at 2nd level, a Prize Fighter receives their Wisdom modifier (if any) as a bonus to their Armor Class, so long as the Prize Fighter is wearing no armor or light armor, are unencumbered and do not use a shield.
Bonus Feat: At 2nd, 5th, 8th, 10th, 14th, 16th, 18th a Prize Fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat feats, sometimes also called "fighter bonus feats" or those listed as Classy (http://www.giantitp.com/forums/archive/index.php?t-188796.html) feats.
Evasion (Ex): At 2nd level or higher, a Prize Fighter can avoid damage from many area-effect attacks. If a Prize Fighter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Prize Fighter is wearing light armor or no armor. A helpless Prize Fighter does not gain the benefit of evasion.
Punch Drunk (Ex): A Prize Fighter has taken enough blows to the head that their brains become slightly addled, making them more resilient to attacks of the mind. A Prize Fighter gains a +2 bonus on saving throws against mind-affecting spells and effects.
Roll with the Punches (Ex): A Prize Fighter's body is a patchwork of healed bruises, scar tissue and knitted bones, making them designed to take further punishment. A Prize Fighter gains Damage Reduction that can not be bypassed equal to half their total levels in this class (minimum 1).
Find the Sweet Spot (Ex): Prize Fighter's excel at finding the weakest, softest portions of an enemy's body and hammering home. A Prize Fighter receives their Wisdom modifier (if any) as a bonus to damage rolls with their unarmed strikes.
Moxie (Su): At 4th level, a Prize Fighter's guts, experience, style and force of will begin to coalesce into a veritable supernatural way. A Prize Fighter has an amount of Moxie points equal to one quarter his levels in this class + his Wisdom Modifier (if any). As long as he has at least 1 Moxie point left his unarmed strikes are treated as magic weapons. At tenth level, his unarmed strikes are treated as one portion of his alignment (Chaotic, Evil, Good or Lawful). At sixteenth level, his unarmed strikes are treated as one material of his choice.
A Prize Fighter may change what alignment or material his unarmed strikes count as by spending 1 Moxie point for each.
By spending 1 Moxie point, a Prize Fighter can make one additional attack at his highest attack bonus when making a Rapid Fire Fisticuffs attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a Prize Fighter can spend 1 point to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume Moxie points as he gains levels.
A Prize Fighter regains all spent Moxie points by resting for 8 hours (which need not be consecutive) and regains 1 Moxie point by accomplishing one of the following:
Scoring a critical hit with an Unarmed Strike.
Landing a killing blow with an Unarmed Strike.
By performing an act or deed that requires "real Moxie kid!". [This is generally a "ballsy" or bold accomplishment that would seem against common sense or basic logic. Whether an action counts is ultimately up to the DM's discretion]
Let's Dance (Ex): A Prize Fighter gains a +1 bonus to initiative checks. This bonus increases by 1 at 10th, 15th and 20th level.
Put 'em up! (Ex): A Prize Fighter excels at aggravating and provoking opponents.
As a move action, a Prize Fighter can goad an opponent that has line of sight to him, can hear him, and has an Intelligence of 3 or higher. (The goad is a mind-affecting ability.) When the goaded opponent starts its next turn, if it threatens him and has line of sight to him, it must make a Will saving throw (DC 10 + 1/2 his Prize Fighter level + his Wisdom modifier). If the opponent fails its save, the Prize Fighter is the only creature it can make melee or ranged attacks against during this turn. (If it kills him, knocks him unconscious, loses sight of him, or otherwise is unable to make attacks against him, it may make any remaining attacks against other foes, as normal.) This ability also applies to the casting of spells, movement and any other action the creature may perform. For the duration of this effect the creature can only focus solely on the Prize Fighter.
Get in his face (Ex): A seasoned Prize Fighter quickly learns to never allow any gaps between him and an opponent. As a swift action a Prize Fighter may designate one enemy they have line of sight to and move half their total speed towards the designated foe. This movement must be in a straight line and can not allow the Prize Fighter to pass through or around difficult terrain, water that is more than waist deep or cover.
Using this ability costs 1 Moxie point.
Physically Fit (Ex): A Prize Fighter is so well trained that they're at the peak of health. A Prize Fighter gains immunity to all diseases, including those which are supernatural or magical in origin.
Ring Tyrant (Ex): The aura that a Prize Fighter gives off in the thick of a match is so potent that it imposes itself on others. The Prize Fighter gains the Frightful Presence ability with a range of 30 feet and a save DC of 10+ 1/2 his Prize Fighter level + his Wisdom modifier. The effects of this ability lasts for 5d6 rounds.
Second Wind (Su): A Prize Fighter's endurance is nearly herculean. When combined with their supernatural ego they can keep on fighting long after they should have gone down.
A Prize Fighter can heal an amount of hit points per day equal to his Prize Fighter level times his Wisdom modifier (minimum x1). This healing can be broken up into any amount and takes a standard action to utilize.
By spending 5 Moxie points the Prize Fighter replenishes the amount healed by this ability back to full.
No Pain, No Gain (Ex): A Prize Fighter has been accustomed to surging through varying kinds of mortal danger, learning from his experience. A Prize Fighter gains a +2 bonus on saving throws as long as he has at least 1 Moxie Point.
Improved Evasion (Ex): With more experience, a Prize Fighter's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Prize Fighter does not gain the benefit of improved evasion.
Hold your Liquor (Ex): Prize Fighters tend to have a good relationship with "the sauce" and it enures and strengthens their body. A Prize Fighter is immune to all poisons and gains 5 temporary hit points (to a maximum of their Prize Fighter level) for every point of ability damage they would have taken. These hit points last for one hour.
Uncanny Dodge (Ex): A Prize Fighter gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A Prize Fighter with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
If a Prize Fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Exploit the Blindspot (Su): A Prize Fighter's Moxie has started to become so potent that the Prize Fighter can bend space to set up an opponent for a more devastating blow. A Prize Fighter uses an effect similar to the spell Dimension Door but appears directly behind an opponent who is within range of the spell's effect. Afterwards the Prize Fighter may make a single attack (he may not initiate a maneuver or use a Rapid Fire Fisticuffs and this ability does not trigger his Good Right Hook) on that opponent. A Prize Fighter's caster level for this ability is equal to his Prize Fighter level.
Using this ability costs 2 Moxie points.
Iron Soul (Ex): The grit in the Prize Fighter's soul has condensed and been tempered overtime, making them difficult to ensorcell. A Prize Fighter gains Spell Resistance equal to 11 + his Prize Fighter level.
Haymaker (Ex): A veteran Prize Fighter is capable of throwing devastating blows that turn the tide of battles. A Prize Fighter must declare they are making a Haymaker and then may roll one attack roll against an opponent. If the attack hits, the target must make a Fortitude Save (DC 10+1/2 the Prize Fighter's level + his Wisdom modifier) or be pushed back 10 feet (taking damage if colliding with a solid surface), knocked prone and stunned for 1 round. Even if they make the save they are still pushed back and knocked prone.
Using this ability costs 2 Moxie points.
Uppercut Finish (Ex): With honed speed and incredible strength a Prize Fighter is capable of delivering a fatal, final blow to their foe. A Prize Fighter must declare they are making an Uppercut Finish and then may make one attack roll against an opponent. If the attack hits, the target must make a Fortitude Save (DC 10+1/2 the Prize Fighter's level+ his Wisdom modifier) or be killed instantly. If they succeed on the save they still take 3d6 damage and are stunned for 1 round in addition to the damage from the attack.
Using this ability costs 4 Moxie Points. A Prize Fighter does not regain Moxie points by use of this ability.
Perfect Specimen (Ex): A Prize Fighter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the Prize Fighter still dies of old age when his time is up.
Fancy Footwork (Ex): A Prize Fighter has long perfected the art of moving deftly around the ring, coming out on top and staying on tempo no matter what comes his way. A Prize Fighter is treated as if constantly under an effect that replicates the Freedom of Movement spell. A Prize Fighter loses this benefit when wearing heavier than medium armor or carrying a medium load or heavier.
Intimidating Legend (Su): A Prize Fighter's battle aura has developed so great a potency that it can cow those around him. A Prize Fighter can activate an effect that mimics the Overwhelming Presence spell for 1 minute. The Prize Fighter's caster level for this ability is equal to his Prize Fighter level. This ability affects even those who are normally immune to mind-affecting effects.
Using this ability costs 3 Moxie points.
Pugilist of Myth: The Prize Fighter's Moxie has reached a point where it meltdown, bringing an irrevocable change in the Prize Fighter. The Prize Fighter goes through the following changes:
The Prize Fighter's type changes to Outsider (Native).
The Prize Fighter's Roll with the Punches class feature grants Damage Reduction equal to his total levels in this class.
The Prize Fighter's Moxie points are now equal to half his Prize Fighter level + his Wisdom Modifier (if any).
Change Log 8/27/11 - Changed No Pain, No Gain so that it ceases giving a bonus if the Prize Fighter has no Moxie left.
8/27/11 - Rules text addendum added to Uppercut Finish so that it does not refund Moxie on use.
Maneuvers known cut down by 3 at each level and Maneuvers readied lowered by 1.
Added in forgotten clarification on regaining Moxie other than through rest.
Maneuver known progression changed to match Crusader and Maneuvers readied change to match Warblade.
8/28/11 - The dice damage for Good Right Hook was increased from being d3 to d4.
Hit dice downgraded from d10 to d8 and all abilities that were keyed off Charisma are now keyed off Wisdom.
Second Wind from mimicking the Monk's Wholeness of Body to being a more useful ability.
Bonus feats expanded to include "Classy" feats.
8/29/11 - Reduced Moxie points from half class and full class to quarter class and half class respectively.
Comments
-Well, here's my take on a martial initiator class based on the Monk. Hopefully I've avoided the fatal pit falls of the Monk Class in both 3.5 and Pathfinder and made a good, fun class to play. I know this class doesn't exactly address the lack of easily enchantable weapons or the lack of flying, but I was following my vision (and technically Exploit the Blindspot lets you attack Flying foes and Intimidating Legend can potentially ground flying foes) of what this class should be.
- This class was made under the pretense that you ignore the fluff for the disciplines it has access to and just treat them as different fighting techniques open to the Prize Fighter to use. So keep that in mind please.
That's all for now.
http://i166.photobucket.com/albums/u98/The_Logos/Ladd-1.jpg
”C'mon, put up ya dukes! You think you're Pete Hammond? Haha, more like Jack Dempsey! Or more like Jack Johnson! You got no moxie! You got no technique! ...do you even know any of these boxers I'm talkin' about? Any red-blooded American would have to know what I'm talking about, RIGHT!? You don't? Oh, you don't!? I'll make you pay for not knowin' them! Of course, even if you did know 'em, you'd still! Have! To! PAAAAAAY!”
-Ladd Russo, Baccano!.
Born from the mean streets of a sprawling urban behemoth, groomed from the best disciples of an old hand or just some schmuck with innate skill, they all excel at the "sweet science". But it goes deeper than that; they connect to something grand and primal, unlocking the mysteries of what is more commonly known as "blade magic" as they pound some poor fool into patty with their bare hands. A Prize Fighter rarely even cares that they've unlocked this strange power in themselves, more interested in the violent and exhilarating lives that they lead.
Prize Fighters are brutal grand standers, visceral performance artists or just a big lunk who's trying to get by in life. They may not have the primal fury of a Barbarian, the tactical training of a Fighter or the rigorous discipline of the Monk, but they do have the grit and the chops to cut out in any outfit that any other warrior gets into. Though Prize Fighters are normally athletes confined to cities it's not unheard of for them to give up (or be tossed out of) the fighting circles they practice in to explore the world at large and bring the "sweet science" to play on a much larger stage than ever before.
Role: The Prize Fighter fits similar roles to the Barbarian, Fighter and Monk. They are meant to be in the front lines of combat, taking harm and attention away from their compatriots while laying down the hurt on those who would be their enemies.
Alignment: Any except True Neutral.
Hit Dice: d8
Class skills: Acrobatics (Dex), Climb (Str), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Heal (Wis), Knowledge (Local), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Slight of Hand (Dex), Stealth (Dex), Swim (Str)
Skills: 6+Intelligence Modifier per level
{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Rapid Fire Fisticuffs Attack Bonus|Maneuvers Known|Maneuvers Readied|Stances Known|
Special
1st|
+1|
+2|
+2|
+0|
-1/-1|
5|
3|
1|
Dukes, Fast Movement, Good Right Hook (+1d4), Rapid Fire Fisticuffs
2nd|
+2|
+3|
+3|
+0|
+0/+0|
5|
3|
2|
AC Bonus, Bonus Feat, Evasion
3rd|
+3|
+3|
+3|
+1|
+1/+1|
6|
3|
2|
Punch Drunk, Roll with the Punches
4th|
+4|
+4|
+4|
+1|
+2/+2|
6|
4|
2|
Find the Sweet Spot, Good Right Hook (+2d4), Moxie (Magic)
5th|
+5|
+4|
+4|
+1|
+3/+3|
7|
4|
3|
Bonus feat, Let's Dance +1, Put 'em up!
6th|
+6/+1|
+5|
+5|
+2|
+4/+4/-1|
7|
4|
3|
Get in his face, Physically fit
7th|
+7/+2|
+5|
+5|
+2|
+5/+5/+0|
8|
4|
3|
Ring Tyrant, Second Wind
8th|
+8/+3|
+6|
+6|
+2|
+6/+6/+1/+1|
8|
4|
3|
Bonus Feat, No Pain, No Gain
9th|
+9/+4|
+6|
+6|
+3|
+7/+7/+2/+2|
9|
4|
4|
Good Right Hook (+3d4), Improved Evasion
10th|
+10/+5|
+7|
+7|
+3|
+8/+8/+3/+3|
9|
5|
4|
Bonus feat, Let's Dance +2 Moxie (Alignment)
11th|
+11/+6/+1|
+7|
+7|
+3|
+9/+9/+4/+4/-1|
10|
5|
4|
Hold your Liquor, Uncanny Dodge
12th|
+12/+7/+2|
+8|
+8|
+4|
+10/+10/+5/+5/+0|
10|
5|
4|
Exploit the Blindspot
13th|
+13/+8/+3|
+8|
+8|
+4|
+11/+11/+6/+6/+1|
11|
5|
4|
Good Right Hook (+4d4), Iron Soul
14th|
+14/+9/+4|
+9|
+9|
+4|
+12/+12/+7/+7/+2|
11|
6|
5|
Bonus feat, Haymaker
15th|
+15/+10/+5|
+9|
+9|
+5|
+13/+13/+8/+8/+3|
11|
6|
5|
Let's Dance +3, Uppercut Finish
16th|
+16/+11/+6/+1|
+10|
+10|
+5|
+14/+14/+9/+9/+4/-1|
12|
6|
5|
Bonus Feat, Moxie (Material)
17th|
+17/+12/+7/+2|
+10|
+10|
+5|
+15/+15/+10/+10/+5/+0|
12|
6|
5|
Good Right Hook (+5d4), Perfect Specimen
18th|
+18/+13/+8/+3|
+11|
+11|
+6|
+16/+16/+11/+11/+6/+1|
13|
6|
5|
Bonus feat, Fancy Footwork
19th|
+19/+14/+9/+4|
+11|
+11|
+6|
+17/+17/+12/+12/+7/+2|
13|
6|
5|
Intimidating Legend
20th|
+20/+15/+10/+5|
+11|
+11|
+6|
+18/+18/+13/+13/+8/+3|
14|
7|
6|
Let's Dance +4, Pugilist of Myth
[/table]
Class Features:
Weapon and Armor Proficiency: Prize Fighters are proficient with all simple weapons and light armor.
Maneuvers: Prize Fighter's begin their career with knowledge of five martial maneuvers. The disciplines available to them are Black Heron (http://www.giantitp.com/forums/showthread.php?t=100874), Diamond Mind, Iron Heart, Life's Blood (http://www.giantitp.com/forums/showpost.php?p=10181187&postcount=14), and Stone Dragon.
Upon reaching 4th level, and at every even-numbered Prize Fighter level after that (6th, 8th, 10th, and so on), he can choose to learn a new maneuver in place of one you already know. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observe their restriction on the highest-level maneuvers they know; he need not replace the old maneuver with a maneuver of the same level.
He can swap only a single maneuver at any given level.
Maneuvers Readied: A Prize Fighter can ready three of his five maneuvers known at 1st level, and as he advances in level and learn more maneuvers, he is able to ready more, but he must still choose which maneuvers to ready. He readies his maneuvers by exercising for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes exercising, he can change his readied maneuvers.
He can recover an expended maneuver with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with his weapon). He cannot initiate a maneuver or change his stance while you are recovering your expended maneuvers, but he can remain in a stance in which he began his turn.
Stances Known: A Prize Fighter begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 14th, and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently is using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, he cannot learn a new stance at higher levels in place of one he already knows.
Dukes: At 1st level, a Prize Fighter gains Improved Unarmed Strike as a bonus feat. A Prize Fighter's attacks may be with fist, elbows, knees, and feet. This means that a Prize Fighter may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Prize Fighter striking unarmed. A Prize Fighter may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Prize Fighter's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Prize Fighter's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
{table=head]Level|Small Unarmed Damage|Medium Unarmed Damage|Large Unarmed Damage
1st-3rd|
1d4|
1d6|
1d8|
4th-7th|
1d6|
1d8|
2d6|
8th-11th|
1d8|
1d10|
2d8|
12th-15th|
1d10|
2d6|
3d6|
16th-19th|
2d6|
2d8|
3d8|
20th-23rd|
2d8|
2d10|
4d8|
24th-27th|
2d10|
3d8|
6d8|
28th-31st|
3d8|
4d8|
8d8|
32nd-35th|
4d8|
6d8|
12d8|
36th-41st|
6d8|
8d8|
11d10|[/table]
Fast Movement (Ex): A Prize Fighter’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the Prize Fighter’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Prize Fighter's land speed.
Good Right Hook (Ex): A Prize Fighter relies on on their footwork and timing to really lay the hurt on their foes. He deals an extra 1d4 points of damage on all attacks he makes during any round that he moves at least 5 feet [A 5 foot step does not count for this purpose]. The extra damage only applies to attacks taken during the Prize Fighter's turn.
The extra damage only applies against creatures that the Prize Fighter can see or discern and are not immune to critical hits or precision damage.
This class feature counts as the Skirmish class feature for any ability, feat or effect that requires or affects the Skirmish class feature. This ability does not allow a Prize Fighter to qualify for Prestige classes that require the Skirmish class feature.
Rapid Fire Fisticuffs (Ex): Starting at 1st level, a Prize Fighter can make a Rapid Fire Fisticuffs as a standard action. When doing so he may make one additional attack using any combination of unarmed strikes as if using the Two-Weapon Fighting feat (even if the Prize Fighter does not meet the prerequisites for the feat).
A Prize Fighter applies his full Strength bonus to his damage rolls for all successful attacks made with Rapid Fire Fisticuffs, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A Prize Fighter may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a Rapid Fire Fisticuffs and may substitute one of the unarmed attacks to initiate a maneuver. A Prize Fighter cannot use any weapon other than an unarmed strike as part of a Rapid Fire Fisticuffs. A Prize Fighter with natural weapons cannot use such weapons as part of a Rapid Fire Fisticuffs, nor can he make natural attacks in addition to his Rapid Fire Fisticuffs attacks.
AC Bonus (Ex): Starting at 2nd level, a Prize Fighter receives their Wisdom modifier (if any) as a bonus to their Armor Class, so long as the Prize Fighter is wearing no armor or light armor, are unencumbered and do not use a shield.
Bonus Feat: At 2nd, 5th, 8th, 10th, 14th, 16th, 18th a Prize Fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat feats, sometimes also called "fighter bonus feats" or those listed as Classy (http://www.giantitp.com/forums/archive/index.php?t-188796.html) feats.
Evasion (Ex): At 2nd level or higher, a Prize Fighter can avoid damage from many area-effect attacks. If a Prize Fighter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Prize Fighter is wearing light armor or no armor. A helpless Prize Fighter does not gain the benefit of evasion.
Punch Drunk (Ex): A Prize Fighter has taken enough blows to the head that their brains become slightly addled, making them more resilient to attacks of the mind. A Prize Fighter gains a +2 bonus on saving throws against mind-affecting spells and effects.
Roll with the Punches (Ex): A Prize Fighter's body is a patchwork of healed bruises, scar tissue and knitted bones, making them designed to take further punishment. A Prize Fighter gains Damage Reduction that can not be bypassed equal to half their total levels in this class (minimum 1).
Find the Sweet Spot (Ex): Prize Fighter's excel at finding the weakest, softest portions of an enemy's body and hammering home. A Prize Fighter receives their Wisdom modifier (if any) as a bonus to damage rolls with their unarmed strikes.
Moxie (Su): At 4th level, a Prize Fighter's guts, experience, style and force of will begin to coalesce into a veritable supernatural way. A Prize Fighter has an amount of Moxie points equal to one quarter his levels in this class + his Wisdom Modifier (if any). As long as he has at least 1 Moxie point left his unarmed strikes are treated as magic weapons. At tenth level, his unarmed strikes are treated as one portion of his alignment (Chaotic, Evil, Good or Lawful). At sixteenth level, his unarmed strikes are treated as one material of his choice.
A Prize Fighter may change what alignment or material his unarmed strikes count as by spending 1 Moxie point for each.
By spending 1 Moxie point, a Prize Fighter can make one additional attack at his highest attack bonus when making a Rapid Fire Fisticuffs attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a Prize Fighter can spend 1 point to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume Moxie points as he gains levels.
A Prize Fighter regains all spent Moxie points by resting for 8 hours (which need not be consecutive) and regains 1 Moxie point by accomplishing one of the following:
Scoring a critical hit with an Unarmed Strike.
Landing a killing blow with an Unarmed Strike.
By performing an act or deed that requires "real Moxie kid!". [This is generally a "ballsy" or bold accomplishment that would seem against common sense or basic logic. Whether an action counts is ultimately up to the DM's discretion]
Let's Dance (Ex): A Prize Fighter gains a +1 bonus to initiative checks. This bonus increases by 1 at 10th, 15th and 20th level.
Put 'em up! (Ex): A Prize Fighter excels at aggravating and provoking opponents.
As a move action, a Prize Fighter can goad an opponent that has line of sight to him, can hear him, and has an Intelligence of 3 or higher. (The goad is a mind-affecting ability.) When the goaded opponent starts its next turn, if it threatens him and has line of sight to him, it must make a Will saving throw (DC 10 + 1/2 his Prize Fighter level + his Wisdom modifier). If the opponent fails its save, the Prize Fighter is the only creature it can make melee or ranged attacks against during this turn. (If it kills him, knocks him unconscious, loses sight of him, or otherwise is unable to make attacks against him, it may make any remaining attacks against other foes, as normal.) This ability also applies to the casting of spells, movement and any other action the creature may perform. For the duration of this effect the creature can only focus solely on the Prize Fighter.
Get in his face (Ex): A seasoned Prize Fighter quickly learns to never allow any gaps between him and an opponent. As a swift action a Prize Fighter may designate one enemy they have line of sight to and move half their total speed towards the designated foe. This movement must be in a straight line and can not allow the Prize Fighter to pass through or around difficult terrain, water that is more than waist deep or cover.
Using this ability costs 1 Moxie point.
Physically Fit (Ex): A Prize Fighter is so well trained that they're at the peak of health. A Prize Fighter gains immunity to all diseases, including those which are supernatural or magical in origin.
Ring Tyrant (Ex): The aura that a Prize Fighter gives off in the thick of a match is so potent that it imposes itself on others. The Prize Fighter gains the Frightful Presence ability with a range of 30 feet and a save DC of 10+ 1/2 his Prize Fighter level + his Wisdom modifier. The effects of this ability lasts for 5d6 rounds.
Second Wind (Su): A Prize Fighter's endurance is nearly herculean. When combined with their supernatural ego they can keep on fighting long after they should have gone down.
A Prize Fighter can heal an amount of hit points per day equal to his Prize Fighter level times his Wisdom modifier (minimum x1). This healing can be broken up into any amount and takes a standard action to utilize.
By spending 5 Moxie points the Prize Fighter replenishes the amount healed by this ability back to full.
No Pain, No Gain (Ex): A Prize Fighter has been accustomed to surging through varying kinds of mortal danger, learning from his experience. A Prize Fighter gains a +2 bonus on saving throws as long as he has at least 1 Moxie Point.
Improved Evasion (Ex): With more experience, a Prize Fighter's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Prize Fighter does not gain the benefit of improved evasion.
Hold your Liquor (Ex): Prize Fighters tend to have a good relationship with "the sauce" and it enures and strengthens their body. A Prize Fighter is immune to all poisons and gains 5 temporary hit points (to a maximum of their Prize Fighter level) for every point of ability damage they would have taken. These hit points last for one hour.
Uncanny Dodge (Ex): A Prize Fighter gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A Prize Fighter with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
If a Prize Fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Exploit the Blindspot (Su): A Prize Fighter's Moxie has started to become so potent that the Prize Fighter can bend space to set up an opponent for a more devastating blow. A Prize Fighter uses an effect similar to the spell Dimension Door but appears directly behind an opponent who is within range of the spell's effect. Afterwards the Prize Fighter may make a single attack (he may not initiate a maneuver or use a Rapid Fire Fisticuffs and this ability does not trigger his Good Right Hook) on that opponent. A Prize Fighter's caster level for this ability is equal to his Prize Fighter level.
Using this ability costs 2 Moxie points.
Iron Soul (Ex): The grit in the Prize Fighter's soul has condensed and been tempered overtime, making them difficult to ensorcell. A Prize Fighter gains Spell Resistance equal to 11 + his Prize Fighter level.
Haymaker (Ex): A veteran Prize Fighter is capable of throwing devastating blows that turn the tide of battles. A Prize Fighter must declare they are making a Haymaker and then may roll one attack roll against an opponent. If the attack hits, the target must make a Fortitude Save (DC 10+1/2 the Prize Fighter's level + his Wisdom modifier) or be pushed back 10 feet (taking damage if colliding with a solid surface), knocked prone and stunned for 1 round. Even if they make the save they are still pushed back and knocked prone.
Using this ability costs 2 Moxie points.
Uppercut Finish (Ex): With honed speed and incredible strength a Prize Fighter is capable of delivering a fatal, final blow to their foe. A Prize Fighter must declare they are making an Uppercut Finish and then may make one attack roll against an opponent. If the attack hits, the target must make a Fortitude Save (DC 10+1/2 the Prize Fighter's level+ his Wisdom modifier) or be killed instantly. If they succeed on the save they still take 3d6 damage and are stunned for 1 round in addition to the damage from the attack.
Using this ability costs 4 Moxie Points. A Prize Fighter does not regain Moxie points by use of this ability.
Perfect Specimen (Ex): A Prize Fighter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the Prize Fighter still dies of old age when his time is up.
Fancy Footwork (Ex): A Prize Fighter has long perfected the art of moving deftly around the ring, coming out on top and staying on tempo no matter what comes his way. A Prize Fighter is treated as if constantly under an effect that replicates the Freedom of Movement spell. A Prize Fighter loses this benefit when wearing heavier than medium armor or carrying a medium load or heavier.
Intimidating Legend (Su): A Prize Fighter's battle aura has developed so great a potency that it can cow those around him. A Prize Fighter can activate an effect that mimics the Overwhelming Presence spell for 1 minute. The Prize Fighter's caster level for this ability is equal to his Prize Fighter level. This ability affects even those who are normally immune to mind-affecting effects.
Using this ability costs 3 Moxie points.
Pugilist of Myth: The Prize Fighter's Moxie has reached a point where it meltdown, bringing an irrevocable change in the Prize Fighter. The Prize Fighter goes through the following changes:
The Prize Fighter's type changes to Outsider (Native).
The Prize Fighter's Roll with the Punches class feature grants Damage Reduction equal to his total levels in this class.
The Prize Fighter's Moxie points are now equal to half his Prize Fighter level + his Wisdom Modifier (if any).
Change Log 8/27/11 - Changed No Pain, No Gain so that it ceases giving a bonus if the Prize Fighter has no Moxie left.
8/27/11 - Rules text addendum added to Uppercut Finish so that it does not refund Moxie on use.
Maneuvers known cut down by 3 at each level and Maneuvers readied lowered by 1.
Added in forgotten clarification on regaining Moxie other than through rest.
Maneuver known progression changed to match Crusader and Maneuvers readied change to match Warblade.
8/28/11 - The dice damage for Good Right Hook was increased from being d3 to d4.
Hit dice downgraded from d10 to d8 and all abilities that were keyed off Charisma are now keyed off Wisdom.
Second Wind from mimicking the Monk's Wholeness of Body to being a more useful ability.
Bonus feats expanded to include "Classy" feats.
8/29/11 - Reduced Moxie points from half class and full class to quarter class and half class respectively.
Comments
-Well, here's my take on a martial initiator class based on the Monk. Hopefully I've avoided the fatal pit falls of the Monk Class in both 3.5 and Pathfinder and made a good, fun class to play. I know this class doesn't exactly address the lack of easily enchantable weapons or the lack of flying, but I was following my vision (and technically Exploit the Blindspot lets you attack Flying foes and Intimidating Legend can potentially ground flying foes) of what this class should be.
- This class was made under the pretense that you ignore the fluff for the disciplines it has access to and just treat them as different fighting techniques open to the Prize Fighter to use. So keep that in mind please.
That's all for now.