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View Full Version : He's a Wrecking Machine! [3.PF Base Class]



Tanuki Tales
2012-02-04, 10:27 PM
Disclaimer
Since another thread at least made me wonder that people may reply solely based on thread tags, let me just say that you folks are free to PEACH anything I make and what I make tends to be a WIP till I say otherwise. And this is 3.PF material.

I don't include these tags for my own aesthetic reasons.


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: d12

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|Work the Body!|Maneuvers Known|Maneuvers Readied|Stances Known|
Special

1st|
+1|
+2|
+2|
+0|
+1d6|
5|
3|
1|
Dukes, Fast Movement, The Ol' One-Two, Work the Body!

2nd|
+2|
+3|
+3|
+0|
+1d6|
5|
3|
2|
AC Bonus, Bonus Feat, Evasion

3rd|
+3|
+3|
+3|
+1|
+2d6|
6|
3|
2|
He's a Wrecking Machine!

4th|
+4|
+4|
+4|
+1|
+2d6|
6|
4|
2|
Find the Sweet Spot, Moxie (Magic)

5th|
+5|
+4|
+4|
+1|
+3d6|
7|
4|
3|
Bonus feat, Put 'em up!

6th|
+6/+1|
+5|
+5|
+2|
+3d6|
7|
4|
3|
Get in his face

7th|
+7/+2|
+5|
+5|
+2|
+4d6|
8|
4|
3|
Ring Tyrant

8th|
+8/+3|
+6|
+6|
+2|
+4d6|
8|
4|
3|
Bonus Feat, No Pain, No Gain

9th|
+9/+4|
+6|
+6|
+3|
+5d6|
9|
4|
4|
Improved Evasion

10th|
+10/+5|
+7|
+7|
+3|
+5d6|
9|
5|
4|
Bonus feat, Moxie (Alignment)

11th|
+11/+6/+1|
+7|
+7|
+3|
+6d6|
10|
5|
4|
Uncanny Dodge

12th|
+12/+7/+2|
+8|
+8|
+4|
+6d6|
10|
5|
4|
Exploit the Blindspot

13th|
+13/+8/+3|
+8|
+8|
+4|
+7d6|
11|
5|
4|
-

14th|
+14/+9/+4|
+9|
+9|
+4|
+7d6|
11|
6|
5|
Bonus feat, Haymaker

15th|
+15/+10/+5|
+9|
+9|
+5|
+8d6|
11|
6|
5|
Uppercut Finish

16th|
+16/+11/+6/+1|
+10|
+10|
+5|
+8d6|
12|
6|
5|
Bonus Feat, Moxie (Material)

17th|
+17/+12/+7/+2|
+10|
+10|
+5|
+9d6|
12|
6|
5|
-

18th|
+18/+13/+8/+3|
+11|
+11|
+6|
+9d6|
13|
6|
5|
Bonus feat

19th|
+19/+14/+9/+4|
+11|
+11|
+6|
+10d6|
13|
6|
5|
Intimidating Legend

20th|
+20/+15/+10/+5|
+12|
+12|
+6|
+10d6|
14|
7|
6|
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 Diamond Mind, Iron Heart 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.


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.


The Ol' One-Two (Ex):
The Prize Fighter floats like a butterfly and stings like a bee, his blows raining down like lighting on his opponent.

At 1st level, when making an attack action the Prize Fighter may opt to use The Ol' One-Two. The Prize Fighter is then treated as if having used the Two-Weapon Fighting feat.

At 6th level, the Prize Fighter is treated as if having used the Improved Two-Weapon Fighting feat when they opt to use The Ol' One-Two.

At 11th level, the Prize Fighter is treated as if having used the Greater Two-Weapon Fighting feat when they opt to use The Ol' One-Two.

At 16th level, the Prize Fighter is treated as if having used the Perfect Two-Weapon Fighting feat when they opt to use The Ol' One-Two.


Work the Body! (Ex):
A Prize Fighter is a conosseiur when it comes to dishing out pain, knowing exactly where to hit and where his blows will do the most damage.

At 1st level, and every two levels thereafter, the Prize Fighter gains a 1d6 damage bonus on his Unarmed Strikes. This bonus modifies the damage dice the weapon deals, being added in addition to the normal damage dice. [For example: A 1st level Human Prize Fighter would treat his Unarmed Strike as if it dealt 1d3+1d6 damage instead of 1d3.]

This bonus is multiplied by a critical hit. Any item, feat or ability that would increase the effective level of a Monk's Unarmed Strike increases the effective level of a Prize Fighters's Work the Body!.


AC Bonus (Ex):
Starting at 2nd level, a Prize Fighter receives their Constitution 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.


He's a Wrecking Machine! (Ex):

A Prize Fighter's body slowly is forged by the sweat, blood and blows of the ring, transforming him into a finely tuned weapon of the "Sweet Science".

At 3rd level, the Prize Fighter receives a +2 bonus on saving throws against mind-affecting spells and effects. The Prize Fighter also gains Damage Reduction equal to half his levels in this class (minimum 1). This damage reduction can not be bypassed by any means.

At 5th level, and every 5 levels after, the Prize Fighter receives a +1 bonus to his initiative checks (maximum +4 at 20th level).

At 6th level, the Prize Fighter gains immunity to poisons and diseases, even those which are of supernatural or magical origins.

At 7th level, once per encounter, the Prize Fighter gains Fast Healing equal to one quarter his levels in this class plus his Constitution modifier (if any). Activating this ability is a swift action.

At 13th level, the Prize Fighter gains Spell Resistance equal to 11+his total levels in this class.

At 17th level, the 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.

At 18th level, the 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. This is a Supernatural ability.


Find the Sweet Spot (Ex): Prize Fighter's excel at soaking up the blows from his opponents until the proper punch can be thrown. A Prize Fighter receives their Constitution 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 Constitution 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 The Ol' One-Two. 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 Prize Fighter automatically stabilizes as long as he has at least 1 Moxie point left. A Prize Fighter 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.
Surviving a Critical Hit.
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]


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 Constitution 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.

At 6th level, as a swift action, the 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.


Just hit 'em already! (Su):

Even flying high above a Prize Fighter's head doesn't render an opponent safe from their fists; the Prize Fighter learning the beginnings of warping space in their favor.

At 6th level, as a swift action, the Prize Fighter may designate one foe he has line of sight to. For the rest of the encounter (or until the Prize Fighter uses this ability again) the Prize Fighter makes attacks as if he was adjacent to the selected foe.

Using this ability costs 2 Moxie points


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 Constitution modifier. The effects of this ability lasts for 5d6 rounds.


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 bonus on saving throws equal to one quarter his total hit dice 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.


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) 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.


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.


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 Constitution modifier (if any).

Change Log
2/6/12 - Fixed 20th level saves.

Comments

-Hello Mark 2! I've reworked a lot of things about this class (mostly dealing with feature glut) and am still working towards it being a completely finished project. One of the things I'm definitely trying to do is transition it towards giving up Initiating entirely. I know a lot of people love Tome of Battle and will love it forever, but I just prefer melee classes that can stand on their own without needing to always resort to that. Unfortunately, the class isn't there yet and I'm not in the proper mind right this second to come up with good ways to go about this.

That's all for now.

Tanuki Tales
2012-02-04, 10:28 PM
Reserved for later additions.

Tanuki Tales
2012-02-04, 10:29 PM
Well, I've got a headache/fatigue tiredness and this second version of the class was fueled by me watching Real Steel, but it's at least workably finished and up!

Huzzah! :smallbiggrin:

Daverin
2012-02-06, 12:12 AM
Huh, a modified repost of another class of yours? What inspired the changes?

Also, is there a reason 20th level's two good saves are still 11?

Tanuki Tales
2012-02-06, 10:21 AM
Huh, a modified repost of another class of yours? What inspired the changes?

What inspired me going back and looking at the class again was an evening of watching Real Steel with the guys. :smallbiggrin:

As for the changes thus far, they were taken from my Youxia base class.

The Prize Fighter was originally made as a class to fill the same feel and role as the Monk, but with a more European/American feel instead of the Eastern feel the Monk had. As such I took a look at a lot of ideas and suggestions from other threads on how to fix the Monk and mixed them up and applied some of them and ended up with my original Prize Fighter class.

At the time it looked good, but since then I've made my Youxia class. The Youxia has so far got very good reviews on being a unique class that wasn't just another rehash of the Monk and fixed a chunk of the problems with the Monk. Knowing this and taking a look at my old Prize Fighter, I realized that taking it apart and adding in some of the things from the Youxia would improve it (at least in my eyes).

Of course, mind you, I reposted and rewrote this class in the middle of a nasty fatigue headache, so I could have screwed stuff up.


Also, is there a reason 20th level's two good saves are still 11?

Huh. Don't know how I missed that in the old version either. Thanks for the catch.

Daverin
2012-02-07, 12:09 AM
Looking over it, I can't say I see any problems (not that I can claim to be a very good critical eye for this kind of stuff. :smalltongue:)

That said, I like it. Captures the feel pretty decently and gives some cool features. And then of course, it has ToB, so you don't really need to worry about it not being able to contribute. :smalltongue:

Tanuki Tales
2012-02-07, 12:19 AM
Looking over it, I can't say I see any problems (not that I can claim to be a very good critical eye for this kind of stuff. :smalltongue:)

That said, I like it. Captures the feel pretty decently and gives some cool features. And then of course, it has ToB, so you don't really need to worry about it not being able to contribute. :smalltongue:

At least for the time being. :smalltongue:

Is 3 disciplines enough to cover the maneuvers it gives though?

Daverin
2012-02-07, 12:29 AM
I admit, the selection looks like it is slightly limited, but I would expect that it can still work. Also, to be fair, how many disciplines can you actually go into before you are just becoming the jack of all blades? (/corny wordplay)